### Virtual Reality in Education

In the past few years, teachers witnessed the onslaught of tablet technology making its way into classrooms. After some initial debates over which device is ideal for classrooms, a large-scale implementation of one-on-one tablet programs for students took place in schools using devices such as iPad, Google Chrome, Microsoft Surface, Android tablets, and laptops. Teachers entered a new era of teaching by engaging students with instant feedback, grading on-the-spot, and using educational apps that breathe life into daily lessons. Skepticism slowly gave way to optimism and even non-tech savvy teachers began to embrace the possibilities of e-textbooks and novel teaching methods offered by tablets. Now, another technology is lurking in the corner: Virtual Reality.

Imagine taking students on a virtual field trip to anywhere in the world without leaving the classroom. [Google expedition](https://edu.google.com/expeditions/) makes it a reality. No teacher would pass the opportunity to present the subject matter in a fun and interactive way. With a class set of virtual reality headsets and curriculum content, a teacher can transform the classroom into an immersive experience lab. From exploring deep ocean coral reefs to walking on mars, VR delivers visually stunning lessons.

Although wide-spread adoption of VR in education is years away, current developments in the field are promising. Avantis Systems, a UK based company specializing in educational technology, has created VR kits for classrooms: [ClassVR](http://www.classvr.com/). Features include central headset management software, curriculum aligned content, and charging stations. [Nearpod](https://nearpod.com/nearpod-vr), a content management app provider, is also investing heavily in VR education. BestBuy sells classroom ready VR hardware sets. Another promising initiative is [EON reality](https://www.eonreality.com/eevr/) which provides a platform for teachers to create custom VR and AR (augmented reality) lessons.

High-end VR systems such as Oculus Rift and HTC Hive are becoming popular in video gaming. Samsung Gear and Google Cardboards are popular mobile phone-based VR viewers. Adapting this still emerging technology to meet the needs of students is a first step in transforming VR/AR into a powerful educational tool. In the coming months, teachers and engineers at Magnima will be evaluating the top VR platforms for education and posting reviews.

Author: Brother Joseph
