Published On: December 24th, 2020|

Ed Tech Magazine – Riddhi Divanji and Lisa Castaneda

“As virtual reality becomes more prevalent in K–12 educational spaces, developers continue to create content that enables students to partake in a host of realistic and fantastical simulations. Students can visit new places, create 3D artwork and conduct science experiments in ways that might not otherwise be possible. We have seen classroom applications of VR that fully utilize the technology to engage students in rich and novel immersive learning experiences. We have also seen VR used to accomplish learning goals that may have been better approached using traditional methods or analog media. This raises the question, how can we use VR to engage and add unique value to student learning? There are many myths about VR that are often used to justify its utility as an educational technology. Here we address three common fallacies.” (more)