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Virtual and augmented reality in curriculum design

Virtual and augmented reality in curriculum design

Young teacher using Virtual Reality Glasses and 3D presentation to teach students in biology class.

Virtual reality (VR) and augmented reality (AR) in education will usher in a new age of hands-on, immersive learning for K-12 and higher education. These technologies have the potential to drastically increase engagement, retention, and skills, empowering students in the real world. Digital realities can revolutionize how teachers build curriculum and how students consume information through virtual field trips, simulated scenarios, and conceptual representations.

Read on to learn more about the future of AR and VR in education.

Benefits of VR and AR in curriculum design

There are many benefits of using these tools for learning:1

  • Real-world ready: The semi- or fully immersed experiences help students improve their skills in real-time and gain a hands-on understanding of concepts and practices
  • Stimulated engagement and retention: These realities are often more impactful than standard teaching techniques, making it easier for students to be fully present and retain the information
  • Tailored teaching: With these technologies, each simulated environment can be tweaked to cater to particular classrooms, individuals, and topics, preventing redundant or unproductive learning
  • Overcoming inaccessibility: AR and VR allow students to engage in practices that may be inaccessible, such as practicing surgery or visiting another country
  • Conceptual clarity: These realities can offer visual, auditory, and spatial experiences that help students grasp complex concepts better compared to reading from a textbook or listening to a lecture

Applications of VR and AR in different subjects

The benefits of AR and VR can apply to a wide range of subjects, allowing for applications across a robust curriculum.

Science and medicine

Medical students can practice high-stakes tasks without putting real humans at risk. Science students can fly through the solar system, walk through the Amazon Rainforest, or watch the effects of climate change over the next century.2

History

Being able to take virtual field trips to historical sites and even different time periods can enhance history students’ connection to the material. They can stand in Greece’s ancient ruins or see how a historical battle may have played out as if they were there, without the cost of traveling.

Arts and literature

Being in the story and experiencing the plot and interacting with characters takes literature education to the next level. Art students can work on their skills without needing expensive materials and create works that transcend physical limitations.3

Designing effective VR and AR experiences

The first step is to define the curriculum’s goals, such as helping students understand the scientific building blocks of life or gaining deep insights into Shakespeare’s plays.

The second step is to find opportunities for VR and AR to make those goals more attainable. When crafting the simulations, educators can ask themselves the following questions:3

  • What learning limitations (budget, geographical location, safety, etc.) could VR solve?
  • How can VR and AR gameify learning to make it more engaging and fun?
  • What out-of-reach but beneficial experiences would enrich the curriculum?

The third step is to ensure that experiences offer genuinely immersive learning experiences. There should be opportunities for students to make decisions, control scenarios and their outcomes, personalize their reality, and receive hands-on training. Examples include science students controlling weather events to see the long-term ripple effects or theater students engaging with characters to elicit certain reactions.4

Technological requirements for implementation

The hardware and software requirements vary by curriculum and subject, but educators may need the following:

  • VR headsets
  • Smartphones or tablets for AR
  • Ample computing power, such as powerful GPUs and core CPUs
  • Movement-tracking sensors and motion controllers
  • Game engines and development platforms
  • Content management systems
  • Robust memory and storage

The most immersive tools are often the most expensive and difficult to acquire, such as haptic feedback gloves or mobile VR headsets. But classrooms that develop simpler AR for use on student phones or computers can reduce the cost of AR and VR in education.

As digital realities become more commonplace, the cost of the hardware and software decreases, making it more accessible for institutions on a tight budget. Furthermore, these technologies can help save money by reducing the need for field trips and expensive materials that can be simulated using digital realities.

Teacher training and support

Research has found that many educators are interested in using AR and VR in education, but they have little understanding of the technologies. Many are concerned about their technological knowledge and/or implementation challenges.

These studies highlight the need for the following:

  • IT support
  • AR and VR training courses
  • Continued professional development
  • Opportunities to play and practice
  • Guidance on content creation
  • Curriculum alignment guidelines
  • Certification requirements

They also note that policymakers should implement tax incentives for institutions that integrate these technologies.5

Measuring the effects of VR and AR on learning outcomes

Studies show digital realities have a positive impact on student success. One study recorded the following data:6

  • 30% improved comprehension and retention scores
  • 85% of students reported better engagement
  • 70% of students said it helped them better understand complex concepts
  • 65% of students’ post-assessment scores improved

To optimize the use of AR and VR in education, it’s crucial to measure their effect, monitoring changes in applied skills, attention, engagement, and retention. This can be done with the following:7

  • Pre-assessments and post-assessments
  • Engagement metrics recorded during use
  • Engagement surveys
  • In-simulation successes

Step Into the future of education

The future of AR and VR in education is teeming with the potential to help students and teachers enrich learning in every subject, from foreign languages to medicine. And you can be part of this learning revolution.

A Master of Science in Education (M.S.E.) in Curriculum and Instruction can give you the foundational tools to leverage these exciting technologies. The online Master’s in TESOL (Teaching English to Speakers of Other Languages) and the online TESOL Graduate Certificate allow you to help others amplify their voices using AR and VR.

If you want use AR and VR to teach the next generation, explore our online M.S.E. program. Our admissions outreach advisors are always here to answer questions, so make an appointment today to learn more!

The University of Kansas has engaged Everspring, a leading provider of education and technology services, to support aspects of program delivery.