Higher education in India is about to hit an exciting inflection point. The use of digital technology in learning and teaching is becoming increasingly frequent. Higher education is now being pushed into the experiential sphere by the forces of Augmented Reality (AR) and Virtual Reality (VR).
Technology has been a huge help in getting education out of the rut of old-fashioned chalk-talk and rote learning. Students now have access to a wealth of information and learning materials, and teachers are increasingly serving as learning facilitators. Students' education has been tailored to their specific needs. Online lessons are being developed by teachers to address specific issues.
To properly comprehend the consequences of Augmented Reality and Virtual Reality on higher education, it's vital to first distinguish between the two. Augmented reality adds aspects of graphics, sound effects, or text to an existing reality. Virtual Reality, on the other hand, produces a new, virtual environment in which students can learn about a topic in a more engaging, dynamic, and experiential way. Both technologies are rapidly gaining traction in the education sector, with projections predicting that the market for AR/VR in education would reach $6 billion by 2023.
Incorporation of AR/VR into Higher Education
The true goal of AR/VR in higher education is to help students learn more effectively. Teachers may convey hard concepts to pupils in a controlled environment by using VR headsets to make learning interactive and experiential.
AR/VR is being applied in a variety of sectors, including:
Sciences: Students are learning subjects like human and animal anatomy, molecular biology, chemistry, and atomic physics using the visual and experiential capabilities of virtual reality. Extensive usage of extended reality technologies is used in astronaut and pilot training.
Humanities: History, archaeology, and political science students can take virtual tours of historical landmarks and archaeological sites across the world to enhance their study. Students of the arts can also use VR to acquire first-hand views of the world's best museums and the artworks stored there.
Business Studies: Using AR/VR, students may better understand different business and economic models. With the use of AR/VR in business education, real-world buying-selling, in-store encounters, production lines, supply chains, and other topics could be made visibly understandable and experiential. Technology is extremely useful in preparing students for careers in the business world.
Architecture & Engineering: The most prevalent use of AR/VR may be found in the domains of architecture and engineering. The designers are not only able to better implement their idea by developing to-scale 3-D models with VR technology, but they are also pushing the frontiers of physics and mechanics by creating the most imaginative and innovative designs.
Communication Skills: Students are using virtual reality technology to improve their communication skills, particularly their public speaking talents, across disciplines. There are virtual reality e-learning virtual speech courses available that allow students to determine the size of the audience they will address before practicing public speaking and presentation abilities.
Workshops and tutorials are needed to raise awareness and persuade educators that the benefits of AR/VR greatly outweigh the costs. Special events using AR/VR can be used to demonstrate the technology to the college community. Furthermore, as economies of scale take effect, the cost of AR/VR will decrease over time, and new technologies will boost the allure of making studying a real-life experience for students. The future of higher education is bright, thanks to these breakthroughs in ed-tech.