The use cases for VR naturally gravitate towards two main uses – gaming and education. Being able to visualise the makeup of an atom in huge scale and be able to literally walk around the atomic structure is something of movies, but with consumer grade headsets bringing virtual reality to the masses, it may not be as far in the future as we think. According to a new report, VR usage in schools will see exponential growth in the next 5 years.
Analytics company Research and Markets has predicted in a recently published report that smart wearable devices in general will grow by a mean annual growth rate of 45.52 percent in classroom use between 2016 and 2020. The equipment in question covers everything labelled under the ‘smart’ banner, so includes devices like smartwatches, fitness trackers, and VR headsets. However, considering the practical application of most smart devices in the classroom, the only one that could be fully utilised in education would be virtual reality headsets.
Google Expeditions is already showcasing the uses of virtual reality in the classroom enabling teachers to take their students on virtual field trips, and the possibilities grow from there given the lacking hardware capabilities of Google Cardboard. Currently Expeditions is running a pioneer program across several countries and could get even more focus at the upcoming Google I/O event in the next few weeks.
What uses can you think of that would enhance the learning experience in classrooms by utilising virtual reality? Drop us comment below.