AR, VR, and MR Driven Learner Engagement
Every year, software engineers and developers come out with contemporary tech that can be used in the classroom to provide learners with an enhanced learning experience. Educators worldwide rely heavily on these new education technology tools; they use them in various aspects of education.
Three new terms that are being thrown around in the world of education include AR (Augmented Reality), VR (Virtual Reality), and MR (Mixed Reality). Below, we will discuss the differences between these terms and incorporated them into contemporary-day classes.
What Are AR, VR, and MR?
When discussing augmented reality, we will be referring to digital elements added to a live view. For example, if you have ever played Pokemon Go, you know that you will see animated characters that aren’t there in real life by looking at your smartphone. However, the video footage on your screen is what the real world looks like. This is referred to as augmented reality.
Virtual reality refers to a complete immersion in the digital world. To achieve this, the person will have to use a VR headset. In this way, they will only see what surrounds them in the digital world they have selected and not in the real world.
As the name suggests, a mixed reality refers to combining both VR and AR elements. In other words, the user will experience and be able to interact with real-world and digital objects.
How Can AR, VR, and MR Be Used to Drive Learner Engagement?
As we have already mentioned, tech is slowly becoming the many popular teaching materials in the world. Educators use videos, digital images, PowerPoints, and even online games to provide learners with the best learning experience possible.
Similarly, schools can use AR, VR, and MR to drive learner engagement in the classroom. In other words, educators can use the various technologies that support augmented reality, virtual reality, and mixed reality to increase learner interaction during lessons.
For example, virtual reality allows learners to experience once-in-a-lifetime opportunities, such as going on ‘virtual’ field trips to unique and educational places. In this case, the learners are more likely to pay attention and participate in the lesson, as it is far more interesting than discussing the work.
AR, VR, and MR are popular amongst learners because they add a creative and contemporary element to learning. For this reason, they are often used to improve learner engagement in the classroom.
Conclusion
Augmented reality, virtual reality, and mixed reality are often used in the classroom to provide learners with a unique, creative, and contemporary approach to education. More so, these technologies are a great way in which educators can improve learner engagement during lessons. For example, VR can be used to take learners on virtual field trips.