Introduction:
The advent of Virtual Reality (VR) and Augmented Reality (AR) technology is reshaping numerous sectors across the globe, and education is no exception. In the UK, these innovative solutions are pioneering changes in education systems, significantly adapting how students learn, and teachers teach. These technologies bring immersive and interactive experiences that transcend traditional classroom boundaries while keeping students in the exact location.
The AR and VR sector is rapidly becoming the fastest-growing market. The AR and VR in education market was valued at $3.8 billion in 2023 and is expected to grow to $14.2 billion by 2028, with a compound annual growth rate (CAGR) of 29.6% with spending on AR alone projected to reach £62.5 billion by 2030 (Innova, 2023). This growth is profoundly impacting the UK economy in various ways. The evolution of the Metaverse Education market in the UK remains influenced by macroeconomic factors (Statista, 2024). One such factor is the significant push for skilled and innovative workers, which increases the need for technology-driven solutions- some of which VR and AR are notable in addressing.
In this article, we will explore how VR and AR technologies have, and continue to, significantly impact the United Kingdom's education industry. By highlighting benefits, critical applications, and statistics, we aim to provide an understanding of how these technologies equip students to succeed in an ever-changing world.
Benefits of VR in Education?
⦁ Provides enhanced teaching and learning:
It is becoming more recognised that student engagement has been decreasing drastically throughout the years, and thus, an urgent revamp is needed to address this issue; this is where VR and AR technology come into play, allowing schools to explain and teach the required syllabus across all subjects more successfully. The power of these realities is vast, with its magic in its ability to create an entirely new or subtly simulated immersive digital environment. Here, students not only visualise the content but also participate in it, which in turn increases the likelihood of their knowledge retention.
Statistics support this, with research indicating that "VR can improve students' understanding of abstract concepts by 76%" (Lidner, 2024). Traditional learning can often feel monotonous and disengaging due to its repetitive nature and limited student interaction, leaving teachers searching for creative ways to capture their students' attention. By leveraging VR and AR, students become fully immersed in learning processes, engaging in unprecedented quests, experiments, virtual field trips, and interactive lessons.
These technologies offer endless opportunities to improve education by making it more comprehensive, memorable, and interactive. They provide a more personalised and engaging way to learn and an inspiring way to teach, offering innovative solutions that move away from traditional and often 'boring' methods. As a result, VR and AR are revolutionising education, transforming it into a dynamic and exciting experience that better prepares students for the future.
⦁ Promotes inclusivity:
Everybody is different, so why would their learning styles not conform to this? For some students, traditional learning approaches may feel neglectful despite no ill intent meant. Often, this is due to teachers failing to recognise or adequately meet each student's differing needs. Unfortunately, this this, allowing teachers to adapt and cater their lessons to all learning styles, whatever they may be, more effectively, thus allowing for more prominent teamwork, inclusivity, and cohesion.
⦁ More accessible:
Utilising VR and AR technologies, educational possibilities remain unrestricted by certain constraints. For Example: School trips, may exclude students due to financial restrictions, special needs, or other factors. Virtual field trips, simulations, and interactive lessons remove this barrier, allowing each student to access this content, regardless of their circumstances. In doing so, it encourages equal opportunities for learning and engagement, permitting all students to benefit from the same insightful educational experiences.
Real immersive learning experiences within the education industry:
Science and STEM simulations:
In the UK, universities are adopting these increasingly demanding teaching methods to train upcoming doctors. A leading university, Imperial College London, is noted as the first medical school to apply mixed reality tools to train doctors in emergencies (Innova, 2023). Imagine being guided through an operation, exploring the intricate anatomy of the human body, and so much more. These visual and tactile methods enhance the understanding of complex biological structures. The opportunities are endless.
Take chemistry, for instance, which often requires chemical experiments that can sometimes be unsafe. By applying digital layers to the real world, these experiments are conducted in a simulated laboratory, resulting in an outcome that is both safe and cost-effective. Research indicates that the STEM skills gap costs £1.5 billion per year in the UK (Frank, 2023). Without access to cutting-edge facilities, this gap is unlikely to be closed, leading the higher education sector to suffer the most. Therefore, immersive learning is emerging as a new means to practice processes that deliver social and economic value. This approach helps students understand the material better, making them more interested and motivated to continue studying.
These powerful and embracive learning methods are also adopted by the University of London, supporting students across engineering, computer science, maths, psychological sciences and more (Frank, 2023). By embarking on these innovative technologies, universities and schools can better prepare students to meet the demands of their future careers.
History:
Fancy a trip back to when extinct animals dominated or a visit to ancient museums and notorious global landmarks? With VR, history lessons are more innovative and exciting than ever, as students can virtually time travel to witness major historical events first-hand in a risk-free and controlled environment. Sounds crazy, right? But it is true. VR provides students of all ages, from primary school to university, the ability to immerse themselves in real-life events and landscapes, granting them a profound and fulfilling understanding of history.
Such experiences are empowering, helping students to process and conceptualise historical topics and gain advanced knowledge of their significant impact on our world today. By combining VR and AR, educators can bridge the gap between knowledge and retention, providing students with a more cognisant understanding of social, political, economic, and historical contexts. For example, Redham House, a school in the United Kingdom, has successfully implemented VR headsets to help students study subjects such as history, science, art, and geography (Innova, 2023). Various schools and universities in the UK and across the globe are leaping into this innovative technology, so why wait?
Geography:
Alongside these subjects, geography is another discipline that stands to benefit exceptionally from this transformative technology. Traditional field trips, while immensely useful, often impose a significant financial burden on schools and parents, making them less feasible. Virtual Reality (VR) technology has the potential to overcome this obstacle by providing every student with captivating virtual experiences that replicate real-life field trips without the associated costs.
Investing in VR opens up a world of possibilities, allowing students to explore 360-degree views of geographical locations right from the comfort of their classroom. Beyond this, VR can simulate various physical environments, allowing students to study different landforms, weather patterns, ecosystems, and much more in meticulous detail. By integrating this technology into learning and education, students can now “travel” to places that were once out of reach. Imagine standing at the edge of the Grand Canyon or experiencing the power of a volcanic eruption- not just seeing it but hearing and feeling it as if you were truly there. This innovative approach to teaching, made possible through VR and AR, transforms the learning experience into something extraordinary, equipping students with advanced knowledge and fostering increased motivation, engagement, and collaboration.
The positive impact extends beyond the students, enhancing the school’s image, reputation, and ranking, which can draw in more prospective students. By embracing VR, schools showcase their dedication and commitment to innovative teaching and cutting-edge technology, positioning themselves as progressive institutions dedicated to delivering the best possible education to their students.
Mental health:
Another creative way to use VR and AR is in psychology. Redhill High School are implementing VR environments to help students tackle and manage their mental health (Innova, 2023). By utilising innovative methods to address and support challenging topics, students can immerse themselves in alternative or augmented environments to confront fears or treat debilitating mental illnesses.
For instance, VR can simulate scenarios that help students with anxiety practice coping strategies in a controlled and safe setting. It can also provide exposure therapy for those with phobias, allowing them to gradually face their fears under the guidance of a trained professional. Furthermore, these technologies can create calming virtual environments that aid in mindfulness and relaxation exercises, helping students manage stress and improve their overall well-being. By integrating VR and AR into mental health support, educational institutions can play a pivotal role in fostering a more supportive and empathetic learning environment.
What is the future looking like?
At the start of 2024, the initial market value of the UK Metaverse Education is valued at US $88.9 million. The market is expected to grow at an average annual rate of 48.16% by 2030. This high projection suggests that the VR and AR industry is expanding rapidly, signifying the paramount impact it will have on the UK economy in the coming years.
(Source: Statista, 2024)
Given all of this, it is exceptionally clear that the integration of VR and AR technology is revolutionising the UK's education industry. These pioneering solutions enhance teaching and learning experiences, promote inclusivity, and increase accessibility. From immersive science simulations and historical re-enactments to supporting mental health, and so much more, these technologies transform traditional educational methods and prepare students for the future.
With the Metaverse Education market projected to grow exponentially, the impact of VR and AR on education will become even more profound, driving significant advancements and economic growth in the UK. As we continue to explore and embrace these technologies, the future of education looks incredibly promising, paving the way for a more engaging, inclusive, and dynamic learning environment.
It is therefore crucial for educators, policymakers, and technology developers to work together to harness the full potential of VR and AR in the UK education industry. By investing in these technologies, the benefits extend beyond the classroom, creating a more engaging inclusive and effective learning environment for each and every student across the UK and even the globe.
At Next XR, we specialize in providing customized AR and VR solutions that are transforming industries, including education. From immersive learning experiences to innovative mental health support tools, we help institutions leverage the power of virtual and augmented realities.
Are you ready to bring the future of education into your classroom? Partner with us to revolutionize how your students learn, engage, and succeed in the digital age.
Contact us today at +61 403908311 or email us at sales@nextxrgroup.com.au to explore our tailored VR and AR solutions for education and other industries!
Reference list
Frank (2023). City, University of London to open UK’s largest AR/VR design learning centre in partnership with ARuVR. [online] ARuVR. Available at: https://aruvr.com/2023/03/29/city-university-of-london-aruvr/#:~:text=London%2C%20UK%2C%2029th%20March%2C [Accessed 26 Jul. 2024].
Innova Design Group. (2023). VR Classrooms, UK Pioneers in Education. [online] Available at: https://www.innovadesigngroup.co.uk/news/vr-classrooms-uk-pioneers-in-education/.
Lidner, J. (2024). VR In Schools Statistics: Latest Data & Summary - WiFiTalents. [online] wifitalents.com. Available at: https://wifitalents.com/statistic/vr-in-schools/.
Nijjar, G. (2020). 7 Ways Augmented Reality Is Changing Education Industry In The UK: The Future Of Learning Is Now. [online] ARPost. Available at: https://arpost.co/2020/03/10/7-ways-augmented-reality-education-the-uk/.
Raedaninstitute (2023). Stepping Into the Future of Learning: How VR and AR Are Transforming UK Education - Raedan Institute. [online] Raedan Institute. Available at: https://raedan-institute.co.uk/stepping-into-the-future-of-learning-how-vr-and-ar-are-transforming-uk-education/ [Accessed 26 Jul. 2024].
Statista (2024). Metaverse Education - UK | Statista Market Forecast. [online] Statista. Available at: https://www.statista.com/outlook/amo/metaverse/metaverse-education/united-kingdom.
Graphically statistics
Available at: https://www.marketsandmarkets.com/Market-Reports/virtual-classroom-market-203811025.html