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Virtual and Augmented Reality in Schools

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Virtual and Augmented Reality in Schools

 

Abstract

Virtual and Augmented reality use is on the rise, and it is time for it to be used for beneficial purposes. This study aims at determining how reality is beneficial to students in schools and how it can be implemented in their curriculum. The study also shows the disadvantages and limitations of virtual and augmented reality in schools. In this context, it is found out that virtual reality should be employed in schools, but with some rules and guidelines to ensure proper and equal utilization.

Virtual and Augmented Reality in Schools

Virtual and augmented is an experience where a real-life situation is simulated and made into a three-dimension environment. Perceptual information generated by a computer makes the objects of the real world. To access the reality, one as to wear maybe gloves or modified spectacles and helmet. In the article, we discuss the advantages and disadvantages of employing this reality in schools to help students in their learning. To conclude, we determine that virtual and augmented reality is beneficial to students and improves the learning process; thus, it should be employed in education.

Advantages of Employing Virtual and Augmented Reality

The main benefit of employing virtual and augmented reality in schools is that students are not only engrossed fully in their work but can also block and cancel any distractions in the class. Centers for Disease Control and Prevention (2019) diagnose that Attention Deficit Disorder is on the rise among students. The disorder is mainly caused by children being constantly exposed to games in smartphones and social media. “Introducing augmented reality and virtual reality can be a very feasible solution to all these problems. The technology can make lectures and books more interactive, thus reducing distractions,” stated Allerin, a software company. (Joshi, 2010)

The use of augmented reality and virtual reality helps students learn skills like teamwork and problem-solving. Teamwork is achieved by modules created in which the students who lack these skills can practice. Students with autism benefit greatly from this technology. The reason as to why they benefit greatly is because they learn how to talk, walk, and collaborate with their peers in different school settings. The benefits are achieved by the corporation of the project, Virtual Reality, to Integrate Social Skills. The interactions simulated in these realities help the students understand both negative and positive consequences that help in interpreting real-life situations

Limiting Factor of Employing Virtual and Augmented Reality

The main disadvantage brought about by Virtual and Augmented reality is it deteriorates connections with humans and can cause addiction. The virtual reality may make a person cut off all human connections and live in the virtual reality making him or her a slave to reality. Addiction to virtual reality is mainly brought about when a person sees that life in reality as compared to real life is better, thus decides to live in the virtual reality. Virtual reality is also very expensive and requires a lot of funds and equipment to help in setting up. The cost of virtual reality will cause inequality because only the rich will be able to access them.

Conclusion

As discussed, virtual and augmented reality is always changing. Reality brings about many benefits to students in education. But with these benefits also come limitations and disadvantages which tend to be disastrous to students. In total, we agree that virtual and augmented reality is quite beneficial to education and should be employed in schools but with some properly developed guidelines and support from the government and non-governmental organizations.

 

 

 

References

Edsurgh News (November 2, 2015), Transforming your Classroom with Augmented Reality

Naveen, Joshi (2010) Bolt Beranek, and Newman Inc. BBN times. Cambridge Massachusetts.

Robert, R. Redfield (2009) Center for Disease Control and Prevention.

Retrieved August 8, 2011

 

 

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