Increasing Adoption of Online Education will Augur Well for the Virtual Reality in Education Market


Posted April 10, 2020 by Aashi_K

The report provides qualitative and quantitative insights into the virtual reality in the education market and detailed analysis of market size & growth rate for all possible segments in the market.

 
Virtual reality has given humongous market opportunities to market players in the education sector. The VR applications can be bifurcated into two main groups’ school or universities and workplace learning. Schools, universities and other private educational institutions are continuously on the verge of adopting advanced technologies to provide quality education. This is expected to positively influence the virtual reality in the education sector in the coming years.

Virtual reality has enormously transformed the education sector creating new ways to teach and learn. Virtual reality offers you an immersive environment to explore things out of the classroom. Visualization will help students to grasp information quickly and explore new ways of learning.

Telerobotics is a recent technological trend in the education domain. Telerobotics involves operating robots from a distance. Students can perform the task and make use of virtual reality to identify the actions of the robot. Moreover, students can experience the events that happened in history. VR is expected to offer the ability to travel in time and space and better enjoy learning time.

It is a fact that early education is all about learning through experience. Virtual reality has the potential to bring the information in the books to life using the VR features. The primary aim of virtual reality in the education sector is to make education more effective and exciting. VR simulations provide an in-depth understanding of the concept of its applications in real life.

The benefits of VR in education are enhanced comprehension, increased collaboration, and improved performance. Students’ knowledge will increase owing to the immersive experience in the virtual world. Virtual classrooms will help to increase peer-to-peer collaboration. When students are within the immersive learning environment, their focus and experimentation with things eventually improve the learning experience and thus enhances their performance.

“Increasing Adoption of Virtual Learning Environment and Advancements in the VR Headsets will Boost Growth ”

The era of digitization and the growing adoption of online education has caused a major change in the education industry. The concept of the virtual classroom has been applied by various organizations in recent years. The main difference between the traditional and the virtual classroom is that the students or the participants may or may not be in the same area. They might use the web cameras, microphones, or other devices for communication

“Partnerships and Collaboration in the Education and Corporate Industries to Deliver VR Based Education and Training Programs”

Recently, Canada’s Queens University and SimforHealth have partnered with HTC to open a VR training facility for medical students to let them get the experience of real-time operations in an immersive virtual environment. HTC vive will also offer the ability to simulate a wide range of clinical situations in the virtual environment. Walmart uses the Oculus Go Standalone headsets as a training tool. Walmart is actively working with Strivr a California based VR training company, to develop its training scenarios. Walmart uses Strivr’s virtual reality training modules on Oculus devices to train thousands of employees across all the stores. Fidelity, United rentals, and Jetblue also use VR to assist with employee training.

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Issued By Fortune Business Insights™
Phone APAC : +91 744 740 1245
Business Address Fortune Business Insights™ Pvt. Ltd. 308, Supreme Headquarters, Survey No. 36, Baner, Pune-Bangalore Highway, Pune - 411045, Maharashtra, India.
Survey No. 36, Baner, Pune-Bangalore Highway, Pune - 411045, Maharashtra, India.
Country India
Categories Education , Research , Technology
Tags artificial intelligence , learning , market insights , report , virtual reality
Last Updated April 10, 2020