Innovation and technology are not just going to shape our future; they will also deeply impact how our next generations educate and shape themselves. Market predictions propose that the global Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) market will reach 30.7 billion U.S. dollars by the end of 2021. Those same predictions forecast an increase to 300 billion U.S. dollars by 2024. So, there is money in future tech; not a huge surprise—though 877% growth in 3 years is jaw dropping, to say the least. What is more interesting is that Extended Reality (XR) industry experts are betting on education as the leading industry for their use case application.
So what do those use cases in education look like? What are the applications of VR and AR? First, a comparative definition to set the stage for our discussion.
XR is an emerging umbrella term that covers future and immersive technologies, including the ones we already have available today: AR, VR, and (MR) plus those that are yet to be created. These immersive technologies extend the reality we experience by either combining the virtual and “real” world or by simulating a fully immersive experience. For instance, VR and AR’s core difference is that VR puts you into the computer’s world, whereas AR is about pulling the computer into our world.
With Augmented Reality, students enter a virtual, three-dimensional environment ﬁlled with rich online content that digitally conveys the sights, sounds and even the dangers of a seemingly real-life situation without losing contact with students’ surroundings. Pokemon Go is a great gamified example of this.
In contrast, Virtual Reality fully engrosses students in a simulated activity that shuts the rest of the world out. Instead of the student interacting with a very real piece of machinery or a real-life situation, imaginary equipment or scenarios spring up through VR glasses or a VR headset, so everything the student sees is a simulation—making it much more like an interactive movie.
Future technologies open up new learning environments and possibilities. Here are just a few of the pros of XR tech application in education:
The events of 2020 created a sense of urgency that has accelerated the digital transformation of training and education worldwide. With more industries and institutions adopting remote learning and work approaches in the future, XR tech has the potential to expand the scope of education to limits perhaps set only by our imaginations. Yet, the costs set very real limitations for many institutions right now which do not have the funds to hire a dedicated company to help them produce XR tech content.
At Oppida, we believe in raising the bar in online learning design and we have little doubt about these future technologies being part of the next generation of education. We will be working to overcome the pedagogical challenges linked to these techs with institutions, educators, and companies interested in implementing this technology. Oppida is keen to explore learning design solutions for the XR tech landscape in collaboration with like-minded, forward-thinking partners.
At Oppida, we believe in creating dynamic learning environments through learning management systems which engage with your learners on a deeper level. Whether you’re at project inception or you’re struggling knee-deep to manage content deliverables, Oppida will tailor learning design support for you. Setup a quick consultation with our founder Bianca Raby and discover how we can help you project manage, design, develop and enhance your online courses from any stage in the course’s lifecycle. Also, sign up for our FREE Designing Digital Learning Course to better understand how to design for digital.
Oppida’s Head of Operations with a passion for entrepreneurship, education, and tech, Lucy specialises in designing and implementing processes—plus helping startups out when they’re lost for words.