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VR finds new home in the classroom thanks to 'gamification' of education

VR finds new home in the classroom thanks to 'gamification' of education

VR finds new home in the classroom thanks to 'gamification' of education

August 25, 2022         

By Shin Ha-nee

Originally Published Here

Summary

"We are interested in making students immerse themselves into learning, and I think that VR technology is a nice tool to help implement the gamification method in teaching." During the press briefing, reporters had a chance to try on the Meta Quest 2 headsets and experience VR education programs firsthand.

The simulation was developed by VRisVR, a local VR education company.

VRisVR offers portable classrooms via trucks and buses equipped with VR equipment for VR learning sessions, such as wheelchair maintenance education for people with developmental disorders.

"The best education should be done on-site, and I believe metaverse education is the closest we have to experience such on-site teaching," said Kwon.

Airpass, another "Edutech" company based in Hanam, Gyeonggi, developed VR sports programs in 2016 and has provided them to over 450 education facilities since then.

"Children nowadays have been holding tablet devices since they were born, and smartphones are part of their lives, but the current education environment remains analog," said Jeong Yun-kang, head of VR sports business at Airpass.

"We need a new educational environment that matches students' standard." Airpass' VR program includes a chemical laboratory safety education session.

Reference

Ha-Nee, S. (2022, August 25). VR finds new home in the classroom thanks to 'gamification' of Education. Korea joong Ang Daily. Retrieved September 1, 2022, from https://koreajoongangdaily.joins.com/2022/08/25/business/tech/Korea-Meta-Facebook/20220825184134549.html