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How to Use AR and VR in the Classroom

One way to make an impact on learning and transform science, math and CTE programs is knowing how to use AR and VR in the classroom. Both augmented reality and virtual reality systems have the power to deliver immersive and interactive experiences that can help build real world skills and be a workforce solution.

These technologies create opportunities for experiential learning, which can motivate students and inspire curiosity about topics and experiences they might not otherwise encounter. For instance, through AR and VR students can explore space or geographic biomes that are far from home, dissect anatomy or analyze microscopic organisms in the body, or learn how to operate heavy machinery in a safe, controlled environment.

Although students can enhance learning, using AR and VR in education also poses some challenges and requires preparation and planning from teachers and educators. Here are some tips on how to integrate AR and VR in the classroom.

Understand the advantages and drawbacks of AR and VR.

Before teachers can adopt AR and VR in the classroom, it is essential to understand what the technologies are and what they can and cannot do. AR is a technology that overlays digital information or objects on the real world, while VR is a technology that creates a fully simulated environment that blocks out the real world.

An advantage technologies like AR and VR have is they are more likely to engage students in active learning. By immersing students in the material, they are more likely to pay attention and retain the information as opposed to more “traditional” modes of instruction where students are passive recipients of knowledge. In fact, some studies like this one recommend a switch from lecture-based instruction to AR-based active learning.

Additional benefits include:

  • Allowing students to work together to solve problems, fostering collaboration.
  • Accommodating to different learning styles including visual, auditory, and kinesthetic.
  • Ability to provide real-time feedback on assignments and projects.
  • Provide students with a more realistic and tangible experience of the concepts they are studying.

With the help of immersive technologies, students can gain a richer understanding of the world around them and be better prepared for success in the real world. However, both technologies are not without their limitations.  For instance, although technology is advancing all the time, lessons are limited to the technical quality and availability of the devices and software.

Other limitations can be:

  • Cost of hardware and software.
  • Potential to cause motion sickness, eyestrain, or disorientation.

Ultimately, educators will need to weigh the pros and cons of each technology and decide how they can best fit the desired learning objectives and outcomes.

zSpace Inc

Set clear learning goals and objectives.

It is important to review your curriculum and identify the learning objectives that can be enhanced or reinforced through AR and VR lessons. Ideally, students will view the technology as an engaging learning tool rather than a fun novelty if AR and VR are regularly incorporated into activities and assessments.

For example, history students can use VR to travel back in time and explore ancient civilizations, while medical students can use AR to examine the human body in greater detail. In addition, immersive technologies can be used to create simulated environments that allow students to practice skills such as operating a forklift or caring for patients.

Valuable projects will allow students to analyze, evaluate, and create related to the curriculum content. Prepare to integrate AR and VR with other resources, activities, and assessments, and determine how to manage the time, space, and equipment for your lessons.

To be effective in the classroom, educators will need to select activities that align with learning objectives and are appropriate for their students’ grade level and skill level.

Choose the right tools and content for your students.

There are many tools and content available for using AR and VR in education, but not all of them may be suited to every student’s grade level or learning objectives. You need to consider the age, level, interest, and needs of your students when selecting the tools and content for your classroom.

For example, certified nursing assistant students may benefit from a fully immersive VR experience that allows them to perform physical care tasks in realistic simulations based on real direct-care scenarios. AR and VR also applies to a variety of CTE applications.

In particular, zSpace’s training solutions include hardware (all-in-one laptops), software (full suite of learning apps) and educational content (hundreds of learning activities and teaching resources). Appropriate for both K-12 and post-secondary, content includes automotive, welding and agricultural technology, allied health and animal sciences, advanced manufacturing and more.

Other technologies and trainers we recommend for the classroom include:

  • The VRSim SimSpray, which is a VR painting and coating training tool that offers accessible and repeatable hands-on training experience and allows for intuitive feedback.
  • Miller welding simulators offer realistic welding simulation solution for classroom training that covers GMAW, FCAW, SMAW and GTAW – and these trainers align to the latest American Welding Society (AWS) standards.
  • SimLog simulation trainers for heavy equipment operators has become a popular training tool for re-training misplaced workers and training incumbent workers, veterans, and even those in the correctional system.
  • CMLabs’ heaving equipment training simulators are a safe and affordable option for crane and lifting equipment (cranes, forklifts, etc.) and earth moving equipment (backhoes, excavators, etc.).
  • FANUC’s ROBOGUIDE — HandlingPRO, PaintPRO, PalletPRO and PalletTool and WeldPRO — are a great option for industrial robotics programs.

Ultimately, educators will have to weigh the options and choose the content that best matches their curriculum, standards, and topics, and that is appropriate, relevant, and engaging for their students.

Provide guidance, support, and feedback to students.

The best way to introduce immersive technologies into the classroom is to spend time preparing yourself and your students beforehand. Try to familiarize yourself with the tools and content that will be used and test them ahead of time. Prepare your students to use the technology by setting clear expectations, rules, and guidelines for using AR and VR in the classroom, such as how to use them safely, responsibly, and respectfully.

When the technology is introduced, the next important step is to provide support and feedback for your students as they use AR and VR and monitor their progress and performance. To evaluate the impact of immersive technology on your students, focus your feedback on how students interact with the content and each other, what they learned from the experience, and how they achieved the learning objectives and outcomes.

You can use various assessment methods and tools to gather and interpret data, such as quizzes, rubrics, portfolios, or presentations. It is helpful to reflect on your own practice and identify what worked well and what could be improved for using AR and VR in your classroom.

Augmented reality and virtual reality can make for fun, engaging interactive experiences for the classroom. Interested in a demo to see if it is a good fit for your students? Contact us.

author avatar
Kaydee Hynson
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