Virtual Reality in Education: Gimmick or Game Changer?
A review of VR in education, followed by the implementation of VR technology in the Graphic Design curriculum.
About.
Virtual reality has existed for some time, however it has been slow to take off in educational settings.The problem we face is that the technology is perceived to be in it's immature stages, and is not well understood by all. Future intensive development and collaboration between teachers and VR developers, could lead to refined programs that are designed for traditional classroom environments and are tailored to meet the demands of students and teachers. Integrating new technologies in education is critical for teaching Generation Z who are refered to as 'digital natives' and expect digital technology to be integrated into the way they learn, collaborate and share knowledge. In order to gain a more comprehensive understanding of what educators hope to gain from VR as well as what challenges they face, a literature review was undertaken. This review drew on evidence of the learning affordances of VR, and explored if the technology has the potential to transform the way we learn and teach. Later, a research project was developed involving a sample group of 10 students who took part in a 6-week VR project to generate 3D design work for their final major project. The study yielded positve results suggesting that VR can improve learner's motivation, engagement, enjoyment, and wellbeing.