Imagine taking a virtual tour inside the human body on a school bus, without it being a scene from "The Magic School Bus." Meta aims to provide students with this kind of immersive educational experience through its Quest virtual reality headsets.
Meta is set to release new software for educators later this year, making it easier for teachers to use VR headsets in the classroom. These tools will allow teachers to manage multiple Quest headsets, access educational apps, and have better control over how students use the devices.
Bringing VR into more classrooms could open up new learning opportunities. For example, high school drama students could experience watching Shakespeare performed at the Globe Theatre in the 17th century in an immersive, real-time way. However, VR also raises concerns about digital safety and the potential negative effects of increased digital interactions and decreased in-person interactions. There are also questions about whether using this technology in classrooms would actually enhance learning.
Meta's President of Global Affairs, Nick Clegg, who spearheaded the Quest for education initiative, mentioned in an interview conducted via virtual reality that in the future, teaching biology and chemistry might not require a fully equipped laboratory. He also highlighted the possibility of exploring Ancient Rome with students by simply walking through its streets.
Child with a VR head set.
Child with a VR head set.
Boumen Japet/Alamy Stock Photo
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Meta is now allowing kids as young as 10 to use its Quest headsets. This change is aimed at making virtual reality more available for teachers and students. Meta is investing billions of dollars into the metaverse, a digital world where people will work, learn, and socialize using VR headsets.
According to Meta, one advantage of VR is that it allows for experiences that would be impossible in the real world due to limitations like time, space, and gravity. For instance, during my interview with Clegg, even though we were in different locations (me in Manhattan and him in London), VR made it feel like we were sitting together at a desk. However, the avatars in Meta's virtual world still resemble leg-less video game characters rather than realistic human figures.
The effectiveness of virtual reality in enhancing students' learning experiences remains uncertain.
Vincent Quan, an education researcher and co-executive director of the Abdul Latif Jameel Poverty Action Lab, believes that Virtual Reality (VR) is an area that could greatly benefit from further research. He emphasizes the importance of evaluating technologies rigorously to distinguish between flashy innovation and actual impact.
In a 2020 study, Quan and a team of researchers reviewed the effects of educational technology and found mixed results. The impact of classroom tech on learning outcomes varied depending on the specific tools used. On the other hand, early studies on VR, like a 2022 PwC report, suggest that students who received "soft skills" training in VR showed higher engagement levels compared to those in traditional learning settings.
Clegg mentioned that the latest Quest features were developed in response to feedback from teachers currently using the devices and an increasing number of developers creating educational apps for the headsets.
CNN reporter Clare Duffy interviews Meta President of Global Affairs Nick Clegg in virtual reality, using a Meta Quest 3 headset, alongside Meta spokespeople, on Wednesday, April 10, 2024.
CNN reporter Clare Duffy recently had a virtual reality interview with Meta President of Global Affairs Nick Clegg. The interview took place on Wednesday, April 10, 2024, and was conducted using a Meta Quest 3 headset. Clare Duffy was joined by Meta spokespeople during the interview.
New Mexico University is using virtual reality headsets to instruct criminal justice students in investigating virtual crime scenes. Morehouse College has also created a "digital twin campus" to teach various subjects through VR, thanks to a partnership program with Meta aimed at testing educational applications of this technology.
According to Clegg, educators have provided feedback indicating their desire for readily available technology that does not require individual configuration. Additionally, they prioritize having complete visibility and control over the students' VR experiences, which has influenced the development of the new Quest education software.
For students aged 13 to 17, Clegg mentioned that the new software has specific safeguards in place. This includes blocking access to the Meta Quest app store, allowing students to only use applications that are pre-approved by teachers on the devices.
Do you have any questions about using Virtual Reality (VR) in the classroom?
Incorporating VR headsets in the classroom may be challenging for schools with limited resources, as the cost could be a barrier to adoption. Meta's Quest 3 devices, although cheaper than some other options, still start at $499 each.
According to Quan, new educational technology tools may seem promising in theory to level the playing field. However, students who would benefit the most from additional instruction may not have the resources or knowledge to utilize the technology. This can widen the inequality gap.
Clegg recognized that cost is a concern when implementing new technology in education. He mentioned that expenses can be more challenging for those with limited financial resources. However, he also pointed out that using technology to virtually visit places like museums can potentially make educational experiences more affordable in the long run.
When I asked Clegg about concerns regarding classrooms full of students wearing headsets and interacting digitally instead of face-to-face, he had a different perspective.
Clegg believes that in the future, we may consider it dystopian to have rows of children sitting silently behind desks, staring at pages in a book. He thinks that we will reflect on earlier generations and realize they were confined to a joyless way of learning.
Editor's P/S:
Meta's advancements in VR technology offer exciting prospects for education, particularly in making immersive learning experiences accessible to students. However, concerns arise regarding the impact of increased digital interactions and the potential widening of inequality gaps due to resource constraints. It's crucial to evaluate the effectiveness of VR in enhancing learning outcomes and address potential drawbacks to ensure equitable and meaningful integration of this technology in classrooms.
Additionally, the issue of digital safety and the potential negative effects of decreased in-person interactions warrant further consideration. While VR can provide unique learning opportunities, it's essential to strike a balance between virtual and physical experiences to promote comprehensive student development. By addressing these concerns and fostering responsible use, VR can become a valuable tool in shaping the future of education, enabling students to explore the boundaries of knowledge and gain a deeper understanding of the world around them.