Virtual reality, metaverse and chroma: new forms of teaching and learning

The education sector is undergoing a revolutionary change with the impulse and explosion of new technological tools that open up an incredible range of pedagogical possibilities.

Teachers and students are increasingly accustomed to working with technology in the classroom. Computers, mobiles, tablets, screens… But has it all been invented? Are schools really aware of all the possibilities offered by technology to improve the motivation of, for example, students and teachers?

The emergence of new Information and Communication Technologies (ICT), such as virtual reality (VR), augmented reality (AR), Chroma and Metaverse, help students acquire knowledge in a much more interactive and practical way. They also make it easier for teachers to transmit knowledge in a more powerful, dynamic and motivating way.

Are we facing a new educational trend? Many experts in the sector speak of “virtual education“, which would replace the well-known “digital education”. What objectives is virtual education trying to achieve?

  • Strengthen and evolve distance learning models(e-learning) or those that mix face-to-face with virtuality(blended).
  • Optimise virtual interaction between students, teachers, and the academic community, with the aim of improving teaching and learning processes.
  • To take full advantage of ICT for the development and continuous improvement of pedagogical practices.
  • Reduce costs by dispensing, when possible and/or necessary, with face-to-face classes, both for academic institutions and for students and their families. For example, in the face of a pandemic and shutdown situation such as the one we experienced in 2020.
  • Adapt to the dynamics of social interaction of the new generations (social networks, video calls, virtual reality, metaverse, among others).

Virtual reality is a reality simulation system where students can learn through immersive experiences. To create this virtual environment, a technological device is needed, usually virtual reality goggles, but other devices such as gloves or suits are also integrated to enhance the experience and interaction with the scenario.

Although one of its best known uses is in the world of video games, gamification of activities can also be applied in the educational field. This type of learning is gaining ground in training methodologies due to its playful nature, which facilitates the internalization of knowledge in a more fun way, generating a positive experience for students.

On the other hand, augmented reality uses the camera of an electronic device (smartphone or tablet) to add additional visual elements to the real environment. This tool seeks to add information to the reality that the user is experiencing at that very moment. This new layer of information may consist of text and images, videos, animations, 3D elements, audio, etc. In this process, the skills and abilities that students develop are important, since they foster their capacity for research and inquiry, they learn from their mistakes and contrast their thoughts and ideas by approaching reality from a different perspective.

Some of the uses that can be made of these technologies in the classroom are as follows:

  • Recreation of historical events.
  • Discover historical and cultural heritage.
  • Gamification of classroom activities.
  • Recreation of health processes.
  • Simulate and interact with technological processes such as electricity, circuits or similar.
  • Approach to sciences such as astronomy.

The metaverse has many similarities to virtual reality. It is a virtual world that exists parallel to the physical world. Without leaving home and also with virtual reality glasses, we can interact with other people, shop, walk or have fun and also study.

Although this technology is still under construction and its possibilities are yet to be discovered, all experts in the education and technology sector affirm that it will have great applications in teaching and learning. Can you imagine traveling to ancient Egypt and being able to interact with the elements?

Chromakey is an audiovisual technique that has long been used in film, television, and photography. Some schools have implemented it to develop communication practices and/or to develop audiovisual skills. Having your own TV set in your center is possible, and at a relatively low cost!

It consists of placing a uniform color device (usually green) and then extracting that color and replacing it with another image or video, with the help of a computer, a tablet or a cell phone.

Through the implementation of these and other techniques related to the technological world, it is possible to create, innovate, and improve teaching and learning processes. What, if anything, should technology be used for in the education? An infinite world of possibilities and new tools with a pedagogical purpose!

Alex Alegre
Edu Manager en SEMIC

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