Virtual Reality VR in Education Market Size, Research, Growth Report 2026

The scalability of VR-based education is another factor contributing to cost and time savings. Once a VR training module is developed, it can be easily deployed to an unlimited number of students, regardless of their geographical location. This eliminates the need for multiple instructors, classrooms, or additional resources, making the delivery of education more efficient and cost-effective. Moreover, VR-based learning offers flexibility, allowing students to learn at their own pace and on their own schedule. This can be especially beneficial for working professionals or individuals with personal commitments, as it provides an opportunity to acquire new skills and knowledge without disrupting their daily routines.

VR for Education

While federal efforts through the Infrastructure Investment and Jobs Act promises to address the lack of widespread deployment of high-speed broadband networks. To date, the IIJA has worked to center equity as an objective, notably with the $42.45 billion Broadband Equity, Access, and Deployment program specifically intended to expand high-speed internet to unserved and underserved areas. Los Angeles City Community College, an HSI, has launched the MetaCity program to promote the use of AR/VR in teaching a range of subjects, from Chemistry to Anatomy and Physiology to English. Faculty members reported back improved student engagement, with 79% of faculty indicating that AR/ VR increased students’ successful completion of learning outcomes. Virtual reality is a three-dimensional, computer-generated environment for people to explore, connect and learn.

Building Confidence Through Practice and Repetition

Morehouse College, an HBCU, created four VR programs to transform classes into a virtual format during the pandemic called Morehouse in the Metaverse. As part of the program, four professors taught three courses in VR on a digital twin campus created in partnership with VictoryXR, with funding from Southern Company and Qualcomm. As of Fall 2022, Morehouse College has ten courses taught by nine professors in VR, in addition to 500 MetaQuest 2 in use by students, faculty, staff, and community members. Beyond the classroom, Morehouse is using an NSF e-fellows grant to prep computer science students for technical interviews using simulated experiences. AR refers to the overlaying of digital information on a real-world backdrop, taking for example the technology used in the mobile game, Pokémon Go. VR, on the other hand, is fully immersive, accessed through a headset that creates a computer-generated world that users can manipulate.

Virtual reality provides real-time feedback, enabling learners to assess their performance and adjust their approach as needed. This instant feedback loop allows students to identify areas for improvement, refine their skills, and ultimately achieve better results. Table 5 shows that 25% of students answered that what they learned was the use of VR, opposite to the rest, in which they mentioned content or tools for learning like visualization.

Immersive Active Learning

This is why educators should develop a structured plan to maximize the use of VR within lesson plans and then guide their students along the path. As part of the plan, it is important for teachers to determine goals and expectations for students and set guidelines for students to follow to ensure optimal learning experiences. With its established ability to create immersive simulated experiences, virtual reality is being evaluated for enhancing the teaching methods for history classes. Research on teaching the history of the Roman Empire with a virtual reconstruction of a Roman city shows significant improve in the learning experiences and academic results for the students. Because of budget cuts and restrictions such as disabilities, music education in K-12 is facing challenges, with which researchers are looking at virtual reality technology for help. Virtual interfaces with interactive visualization and audio feedback are being experimented with to improve the experience of learning a musical instrument for students.

  • The virtual reality courses, designed by ThingLink, focuses on primary school students, an interactive course that covers a wide range of topics such as art, language, and science.
  • Both of them have also become instructional avenues in the classroom and augmented reality lesson plans are just as effective as VR.
  • With live support, and endless flexibility, ENGAGE hopes to accelerate access to immersive learning experiences for everyone.
  • Sharecare YOU Anatomy is a larger-than-life exploration of the Human Body that allows viewers to visualize, understand and interact with their organs.

There is three-dimensional image that was created with hardware of software in virtual reality. Due to non-traditional and interactive approach to the process of learning, students are more interested in it. They want to practice this experience more frequently and would like to solve all kinds of tasks. The entire classes get engaged and actively collaborate to overcome different academic obstacles. They are willing to act and while they learn, it doesn’t feel like they work. For example, they can show regions of forest devastation or countries with social poverty.

Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms

Education can become a more transformative experience for learners of all abilities with the growth and development of VR and AR technology in education. Furthermore, manuals and lessons can also be supplemented with apps to make learning enriching. Undoubtedly, a teacher who applies augmented reality in her classes will never have bored students.

VR experiences are also helping the large percentage of people with speech anxiety to build their confidence – practicing in VR provides a safe environment that allows you to desensitize from a real-life audience. Lenovo has partnered with an industry-leading hardware provider to enable out-of-the-box VR functionality. what is virtual reality in education The DPVR P1 Pro EDU headset is an affordable, lightweight, all-in-one device that generates immersive experiences. The Immersive Learning Hub gives teachers the ability to create and deliver engaging educational experiences, with a portal application that gives control over individual or multiple devices at once.

Creating opportunities for hands-on experiences

Bring your subject to life with photo-realistic, 3D imagery that captures younger students’ imagination and helps them explore new ideas. Innovative teacher education programs like American University’s Master of Arts in Teaching help graduates become forward-thinking educators who can inspire students through technology. The program’s focus on preparing graduates with the skills to deliver education using a multidisciplinary approach is especially helpful. VR and AR technology in education can put you right in the middle of the world outside your borders. Experiences that are impractical for a classroom can become daily activities. These broad and diverse educational experiences can help students do anything from exploring the world to building practical skills and preparing for the modern, tech-rich workplace.

VR for Education