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AR & VR Revolutionizing the Education System

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Yuvraj Krishan Sharma, Co-Founder, Kompanionswater cycle or life cycle of a tree or a molecule through in-built interactions and engagements. Such environments present the opportunity to learn in contexts that are impossible or difficult to experience in real life. They provide a great tool for evaluation because of easy monitoring in a virtual/digital environment.

It would be exciting for a history student to take a guided tour of Red Fort or other ancient heritage sites,or a science student to observe how the fishes swim inside water, or learn about the galaxy while traveling in the galaxy it self.But experts believe such learning can be transformative. The micro aspect of learning goes beyond travel wherein subjects like Chemistry, Physics,and Biology could be thought through virtual labs, facilitating access to several lab equipment and increasing curiosity of a student before they practice the experiments with their teachers in the real laboratories.

Here are a few key impacts that AR and VR will have on the learning process:
Increased Collaboration Leads to Better Social Integration of Learners: Students who struggle to become part of a class are better accepted by their fellow pupils as they come out of their shells. Students who lacked confidence in subjects like mathematics and science become self-assured, while slow learners are shown to have positive results. It is suited for students with varying needs and learning styles and provides encouraging opportunities for group work and teaching.

Learning by Doing: What is not possible in reality becomes possible in virtual reality. The pedagogies based on constructivism and game-based learning show that children learn best by doing or by being. Rather than listening to the lectures, learners put words underneath a headset and get a real experience but in a virtual wrapper. They can walk around in the virtual environment and can take pictures of places that are not safe. This is a case that is not possible in real life and therefore highly suited for virtual worlds.

Virtual Game-Based Experience Increases Motivation: Motivation and engagement are two integral aspects of game-based learning, and virtual reality takes those to the next level. It is motivating because it is fun, thereby making a substantial difference. The visual and kinesthetic experiences in virtual worlds contribute to the learning ability.

New Approach to Reward: For centuries, teachers have used assessment of academic achievements and progress reports as mark of success. However, virtual reality could transform this concept of incentives in the learning process as success is acknowledged with rewards for achievements. Failures are generally ignored. This is the opposite of much of our education — where success is neutral and failure is punished. Rewards engage the brain and keep learners to question for more. Emotional rewards are not ignored either as it makes a huge impact on students’ desire to study. In game-based learning and scoring, certain challenges could be difficult to accomplish on the first try. There is increasing complexity, but it encourages the learners to take risks and try different ways as strategy for success. Experts believe that players need to work together and benefit for different skills and specializations of their team members.

Tools for Creative Learning: Both VR and AR could create a new world of imagination, capable of breaking the boundaries in traditional education system. Students are empowered to create things and learn by being.
One-on-One Learning: In a VR world, technology could facilitate the one-on-one learning that many students need within a classroom setting. The teacher can connect with each student and provide the instructions or help without the school spending more resources.

AR facilitates user controlled interactions and learning. All one needs to do is download an app on a device and have access to trigger / tracker images


Revolutionizing the education system with VR and AR could truly be one of the biggest breakthroughs of the 21st century. Instead of students sitting in rows and focusing on the teacher and blackboard, these technologies would make things possible so that everyone involved can collaborate from anywhere. The biggest benefit would be that students would learn by preference, rather than force. It would free the students from the confines of school desks, memorization and exams, and help improve learning through experience and active participation. cycle of a tree or a molecule through in-built interactions and engagements. Such environments present the opportunity to learn in contexts that are impossible or difficult to experience in real life. They provide a great tool for evaluation because of easy monitoring in a virtual/digital environment.

It would be exciting for a history student to take a guided tour of Red Fort or other ancient heritage sites, or a science student to observe how the fishes swim inside water, or learn about the galaxy while traveling in the galaxy itself. But experts believe such learning can be transformative. The micro aspect of learning goes beyond travel wherein subjects like Chemistry, Physics, and Biology could be thought through virtual labs, facilitating access to several lab equipment and increasing curiosity of a student before they practice the experiments with their teachers in the real laboratories.

Here are a few key impacts that AR and VR will have on the learning process:
Increased Collaboration Leads to Better Social Integration of Learners: Students who struggle to become part of a class are better accepted by their fellow pupils as they come out of their shells. Students who lacked confidence in subjects like mathematics and science become self-assured, while slow learners are shown to have positive results.It is suited for students with varying needs and learning styles and provides encouraging opportunities for group work and teaching.

Learning by Doing: What is not possible in reality becomes possible in virtual reality. The pedagogies based on constructivism and game-based learning show that children learn best by doing or by being. Rather than listening to the lectures, learners put words underneath a headset and get a real experience but in a virtual wrapper. They can walk around in the virtual environment and can take pictures of places that are not safe. This is a case that is not possible in real life and therefore highly suited for virtual worlds.

Virtual Game-Based Experience Increases Motivation: Motivation and engagement are two integral aspects of game-based learning, and virtual reality takes those to the next level. It is motivating because it is fun, thereby making a substantial difference. The visual and kinesthetic experiences in virtual worlds contribute to the learning ability.

New Approach to Reward: For centuries, teachers have used assessment of academic achievements and progress reports as mark of success. However, virtual reality could transform this concept of incentives in the learning process as success is acknowledged with rewards for achievements. Failures are generally ignored. This is the opposite of much of our education — where success is neutral and failure is punished. Rewards engage the brain and keep learners to question for more. Emotional rewards are not ignored either as it makes a huge impact on students’ desire to study. In game-based learning and scoring, certain challenges could be difficult to accomplish on the first try. There is increasing complexity, but it encourages the learners to take risks and try different ways as strategy for success. Experts believe that players need to work together and benefit for different skills and specializations of their team members.

Tools for Creative Learning: Both VR and AR could create a new world of imagination, capable of breaking the boundaries in traditional education system. Students are empowered to create things and learn by being.

One-on-One Learning: In a VR world, technology could facilitate the one-on-one learning that many students need within a classroom setting. The teacher can connect with each student and provide the instructions or help without the school spending more resources.

Revolutionizing the education system with VR and AR could truly be one of the biggest breakthroughs of the 21st century.Instead of students sitting in rows and focusing on the teacher and blackboard, these technologies would make things possible so that everyone involved can collaborate from any where. The biggest benefit would be that students would learn by preference, rather than force. It would free the students from the confines of school desks, memorization and exams, and help improve learning through experience and active participation.