As technology advances, new technologies emerge and a new ways of learning are being introduced to us. Studies demonstrated that multimedia can provide a very effective teaching and learning environment in such a way that the learning style preferences (visual, aural, text and kinaesthetic) of the learners are taken into consideration.
These studies indicate that the visual features play a very important role in understanding the concepts. As this necessitates creating new richer visual learning environments, we have to migrate into Virtual Reality (VR) educational multimedia system.
The goal of VR is to enhance, motivate and stimulate students of certain events and at the same time it also allows for students to experience hands on learning. But what is more appealing in regards to VR in education is the fact that it can be used to simulate and allow learners to practice procedures without the risk involved.
This can be applied in experiments that have proven to be difficult to carried out in traditional instructional environments, where teaching students regarding safety procedures; and in medical education without involving the safety of a real patient.
Based on the comments and feedback received from various students, it was concluded that virtual reality multimedia could enhance learning by providing much more realistic images and visual features. In addition, students found that the virtual reality multimedia teaching is very effective in terms of ease of learning and it’s very close relationship with the real world.
VR is characterized as a medium just like telephones or televisions. It is a collection of hardware such as PC or mobile, Head Mounted Displays (HMDs) and tracking sensors, as well as software to deliver an immersive experience.
VR offers many unique benefits when used in education. First and foremost, by adapting VR into modern day education, it offers a new tool for educators and provides a new way of reaching out to more students.
The most of VR based learning has centered on the hard science subjects such as biology, anatomy, geology and astronomy, as the curricular focus, and learning opportunities are notably enriched through interaction with dimensional objects, animals, environments etc.
The statistics on usage of VR in schools and colleges is reflected the steady growth of the market in the surge of companies solely dedicated to providing schools with packaged educational curriculum and content, teacher training and technological tools to support VR based instruction in the classroom.
According to Citi analyst Kota Ezawa, 2016 is the year that VR will take off in earnest, with the VR market expected to grow to a $15.9 billion industry by 2019. Citi also anticipates the market for hardware, networks, software and content will reach $200 billion by 2020.
Visually rich multimedia can provide a very effective teaching and learning environment. We, the WHITE HOUSE BUSINESS SOLUTIONS, offer highlight interactive and visually rich multimedia contents for various science and engineering subjects, corporate trainings, financial sectors etc.
The global distribution of VR content and access will undoubtedly influence a pedagogical shift as these new technologies allow a teacher to take her students to an unbelievable realistic world.