There is great potential to change education, but simply bringing in equipment won't solve the problem.
Implement in the order of 'Teacher Training → Lesson Design → Infrastructure → Phased Implementation'
In recent years, notable changes have continued in the field of education.
In this new environment, Augmented Reality (AR) and Virtual Reality (VR) are attracting attention as promising technologies capable of expanding the scope of learning and understanding.
These technologies help students understand complex concepts more easily through enhanced visualization, immersive learning, and professional training, and have the potential to reshape the future of education.
However, despite these possibilities, significant challenges still remain before AR and VR are fully introduced in educational settings.
This article examines the potential of AR and VR to transform education, along with the challenges encountered during their actual implementation.
As I reflect on the various ways technology has entered the classroom over the past few decades, I find myself wondering how different my learning experience would have been if these technologies had already been in use when I was a student.
To be honest, one of the subjects I struggled with the most during my undergraduate studies was engineering design. It was often difficult to accurately visualize how different object representations, such as 'top view', 'front view', and 'top view', are combined to form a complex three-dimensional structure.
In this situation, AR technology would have been of great help in supplementing limited spatial awareness, and VR could also have been usefully utilized in other learning areas.
Now, let's examine the differences between AR and VR and explore how each technology can help students understand complex concepts and enhance educational inclusivity.
■ How AR and VR Improve Education
AR and VR are often mentioned together because they deal with physical reality in different ways.
While AR overlays digital elements onto a screen based on real images, VR immerses the user in a completely new space reconstructed based on elements of the real world.
For example, using AR, students can freely rotate 3D design objects and accurately examine how each component is combined.
On the other hand, VR excludes the physical world and typically immerses the user completely in another world through a headset.
VR creates a complete model of the physical world that users can interact with and learn from.
As AR and VR technologies advance, one thing is clear: these technologies can expand the limitations of traditional blackboard-centered education.
Although the application areas of the two technologies overlap significantly, their characteristics and methods of application are clearly different. Some potential applications of AR and VR in the field of education are as follows.
■ Understanding complex learning content
By utilizing AR, students can examine objects from various perspectives and explore their true three-dimensional characteristics, thereby gaining a deeper understanding of the learning content.
For example, let's imagine examining the pyramid from a top-down view to a side view.
AR helps students more clearly visualize the complex structures hidden within everyday objects by overlaying these visual elements onto existing two-dimensional images.
Medical students can use AR to look into the various layers of the human body and visually see how each part of the musculoskeletal system is connected to one another.
This is of great help in intuitively learning complex structures that are difficult to understand from textbooks or flat images.
■ Supplementing in-class learning
While a teacher may demonstrate complex experimental techniques once or twice during class, utilizing AR or VR allows students to repeatedly review the content and improve their proficiency.
This is similar to the way surgical trainees repeatedly practice complex surgical procedures.
In addition, students who were unavoidably unable to attend class can supplement classroom instruction and catch up on learning content through AR and VR, which helps improve learning continuity and comprehension.
■ Immersive experiential learning
There is a clear difference between learning about the Arctic tundra through a geography textbook and experiencing a visit there in person through virtual reality.
Classes utilizing VR and AR immerse learners more deeply, regarding the learning content It increases both participation and understanding.
This teaching method also has the advantage of helping students with diverse learning styles absorb learning content more effectively in their own ways.
■ Professional Job Training and Technical Competency Development
Beyond the classroom, AR and VR can also help workers update their skills by following set tutorial processes.
For example, a new employee at a production plant can understand how each component works together and improve their technical proficiency by overlaying AR overlays taken from the manual onto real-time images of the actual equipment.
■ Enhancing Inclusiveness and Accessibility for Students
VR and AR can also contribute to designing customized lesson plans for students with special educational needs.
For example, VR tools can be effectively utilized to help students with autism spectrum disorder learn necessary skills in an environment with relatively little stimulation.
■ Implementation Challenges
AR and VR are promising technologies for classroom instruction and professional competency development, but they often encounter various obstacles during the actual implementation process. Most of these problems stem from the following factors.
■ Lack of education for integration
Educators may not have received sufficient training to handle AR and VR technologies and to develop practical learning materials utilizing them.
To utilize these technologies as effective classroom tools, one must fully understand their operating methods and characteristics.
Integration into the curriculum is also considered a potential challenge. AR and VR can enhance learning effectiveness, but this is only possible when used complementarily with appropriate educational content.
It takes time to determine which class topics these skills can be applied to and how to utilize them, and this can be an additional burden for educators who already lack time.
Systematic professional development and education and training are essential to fully establish AR and VR in the long term.
■ Additional Cost Burden
AR technology applied to VR headsets and individual tablets, along with related infrastructure, increases costs, which can be a significant burden for financially struggling school districts.
While headset prices are expected to fall over time, the initial cost of adoption still acts as a significant barrier.
Expenditures related to such technology could potentially further widen the educational gap and lead to a situation where only a few school districts with large budgets are able to acquire the necessary equipment.
■ Lack of related infrastructure
To implement AR and VR technologies in educational settings, simply purchasing headsets or tablets is not enough.
Schools and educational institutions must be equipped with complementary software, computers, and content creation tools to effectively operate classes, and stable, high-performance network connectivity services are also essential.
■ Expected Future
These challenges faced in the process of adopting AR and VR are by no means insurmountable barriers.
As the use cases of these technologies in the education sector continue to expand, AR and VR are expected to become increasingly common tools across classrooms and vocational training institutions.
From understanding complex learning content to virtual field experiences, students and educators will be able to benefit from the rich learning experiences provided by these technologies, and furthermore, will be able to understand even difficult concepts such as engineering design much more easily.
※ Author Introduction
Poornima Apte is a technical writer with an engineering background who specializes in B2B fields such as robotics, artificial intelligence (AI), cybersecurity, smart technology, and digital transformation.