How AR/VR is Helping K-12 Organizations in Assistive Learning

Education Technology Insights | Thursday, September 19, 2019

With virtual reality headgears and headsets, students pay attention to their study, excluding other activities.

FREMONT, CA: Schools have a responsibility to pay attention to all the students’ requirements. But it can be a difficult task to create a curriculum that addresses each student, chiefly as an increased number of schools experience overcrowding. So, in K-12 assistive learning can be a tricky issue to tackle.

Technology helps teachers give each student the attention that he or she requires—through tools like personal tablets, online learning modules, and, currently, augmented and virtual reality. Education experts have found that virtual environments can give students who require extra assistance the opportunities to build the skills. The competences are necessary for pupils to be as successful in the classroom as their peers.

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Virtual and Augmented Reality Help Students Focus

There are many critical benefits associated with the deployment of augmented and virtual reality in the classroom. One advantage is that not only are pupils immersed in their work, but they can also block out other classroom distractions. Furthermore, attention deficit disorder is a growing issue among most K–12 schools. According to the most recent medical diagnosis findings, over five million children have Attention Deficit Hyperactivity Disorder (ADHD) or Attention Deficit Disorder (ADH). Moreover, the rate of diagnosis has continued to mount over the past decade.

With virtual reality headgears and headsets, students pay attention to their study, excluding other activities and distractions. The technology makes it ideal for educators who work with children who have varying levels of ADHD or ADD. Besides, some companies have developed tools for efficient use of students in experiencing the simulation. The products are available in the form of virtual application, letting students practice their learning in a focused and implicit space. 

Immersive Technology Helps Learners Practice Soft Skills

Soft skills like teamwork, collaboration, and problem-solving are the prime focus areas for K-12 classrooms as companies express a need for abilities during the employment process. Virtual reality modules will serve as exceptional tools for students who struggle with the skills.

Most government organizations are also investing in developing programs for students to work on the social skills required to succeed in the classroom and their future careers. One particular project comprised of a series of practical situations for pupils with high-functioning autism to learn how to work, collaborate, and talk with their peers in different school settings. The process additionally gave students the freedom to develop their soft skills in a safe environment. 

Virtual Reality in the Classroom Facilitates Students the Chance to Explore

Initially, when virtual reality tools were introduced into the school, the technology was marketed as a means to go beyond the walls of a classroom. The simulated experience would then take students to places that they would otherwise not be able to go. While K–12 educators have since extended their use of the technology, there is still a key drawback, particularly with pupils who may need to stay on the campus. For instance, one particular special needs educator who could not take the students on field trips with the rest of the school introduced VR headsets. Conversely, using VR headsets, the teacher was able to give pupils the same experiences their peers were having.

Additionally, several researches in recent years have shown that immersive technologies have added to improved learning outcomes. The results comprise of increased academic achievement scores, spatial and abstract reasoning, and retention. Plus, the tools also encourage self-directed learning, drive more active involvement in the instruction process, and allow pupils to step into the shoes of others, building empathy and compassion.

On the whole, schools should be a place for all learners to have rich, educational experience. At present, with the aid of virtual reality headsets, modern school rooms can have a place for every student.

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