AppliedVR - Applying VR to Education


Have you experienced Virtual Reality? If not, it's time. And we don't mean roller coasters or shooting games. We mean real applications.

Virtual reality is already being used across the globe to provide training to highly complex industries including defense, the oil industry and nuclear safety. It's being used in healthcare to prepare for surgery, and to perform pre-surgical analysis. VR is treating PTSD and assisting in physical therapy; as well as, emotional therapy for people with disabilities and assisting the visually impaired. VR is allowing people to experience things they would never otherwise experience, including a helicopter ride to the highest point on earth, Mt. Everest. You can be the quarterback in a NFL game and climb mountains. Realtors are using it sell houses, furniture companies are using it to sell furniture and the advertisements have already started. Imagine sitting in a theatre in an VR app (which is already possible) and in your drink holder is a Coca-Cola product.

And we've all heard about the experiences. You can experience going anywhere at any time…from Paris to the Civil War. Experiences are being used to allow people to immerse themselves in architecture, culture, history, art and more.

But those are all things you've probably heard of.

What's really exciting are the uses being developed in education.

Let's face it, education is constrained primarily by one thing…budget. And it demands primarily one thing…outcomes. Those two things intersect in the world of VR and provide use cases that all schools have to consider. Imagine if science and engineering students could perform experiments that would never be possible due to budget constraints and safety issues. Language arts students could learn languages by interacting with virtual characters instead of listening to audio or traveling to distant lands. Art students could create in any medium without expensive tools. All of these applications effect the bottom line.

But there are even more applications once you're specifically looking at outcomes. Experience anatomy by traveling through the body, explore the solar system in person, graph complex mathematical equations, develop storyboards with your hands, engineer models without the need for complex 3D tools. These kind of applications will all affect the outcomes for students. And then there are uses like remote learning. Imagine being remote but virtually “present” in a classroom setting with a teacher in front of you and other students sitting next to you.

Imagine the possibilities.

Talk to your ATS Account Manager or Inside Sales Representative about how to get a VR Demo for your school. 


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