philip lelyveld The world of entertainment technology

30Aug/17Off

These Virtual Field Trips Allow Students to Travel Across Time and Space

By Jay Samit

At a time when teachers are forced to compete with the stimulation of video games and social media for students’ attention, digital reality is a tool that expands the lessons in textbooks by providing interactive 3D models and 360-degree videos that students can engage with in self-paced, self-directed learning.

Technology companies are recognizing the long-term marketing opportunity of engaging today’s students. More than two million students have already experienced a virtual field trip using Google Expedition. With hundreds of modules to choose from, Expeditions allow students to go inside the human digestive system, scuba dive through diverse geographic biomes such as Australia’s Great Barrier Reef, and even climb the Mayan pyramids of Chichen Itza. Apps like Unimersiv take students on treks of ancient Greece or deep inside the neurons of the human brain. And for the college bound, YouVisit lets prospective students visit campuses they might not have the time or means to physically tour. As tablets and smartphones become more ubiquitous, more companies are investing in academic virtual experiential courseware.

Virtual reality is more than just a fun classroom distraction. VR is also being used to help identify students with special educational needs. According to a recent study, VR is helping to accurately identify students with Attention-Deficit/Hyperactivity Disorder (ADHD). Virtual “peer” avatars are also being used to help students on the autism spectrum learn important social skills such as eye contact and empathy.

Jay Samit is Vice Chairman of Deloitte Digital and author of the bestselling book “Disrupt You!”

See the full story here: http://fortune.com/2017/08/29/virtual-reality-field-trips/?xid=gn_editorspicks

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