Top Misconceptions About AR And VR
One of the most common questions people have once they understand the benefits of immersive learning is why augmented reality (AR) and virtual reality (VR) technology is not more prevalent in the classroom and at home.
There are several factors that limit the adoption rate of immersive learning, and some of these are misconceptions that teachers and parents have about AR and VR learning.
Below, we respond to the most common misconceptions.
1. AR and VR is not conducive to learning. It’s just a game.
AR and VR are fun. There’s no doubt about it. The technology is interactive and engaging.
But who said learning can’t be fun? Who believes that fun must be limited to games?
Not us.
When children read books using AR technology - or step into a VR world to learn letters - they’re entering an entirely new learning experience. Kids are surprised and delighted by the shapes, sounds, colors, and environment, because it’s unlike anything they’ve seen before.
While there are numerous studies done proving that play helps in children’s mental, social, emotional and cognitive development, immersive learning enhances the concept of play and provides a much more natural way to comprehend and retain knowledge.
It would be a mistake to paint AR and VR technology with the same brush as video games. Programming matters. At disruptED, we present children with educational content that is intellectually challenging, stimulating, and enlightening. Fun and learning should not be mutually exclusive.
2. VR apps require expensive headsets.
While VR technology functions with specialty headsets like Oculus that retail for several hundred dollars, we developed the disruptED mobile app in order to give children access to VR through inexpensive cardboard headsets that are enclosed in our Starter Kits (which sell for <$70).
Nobody wants a future where a disparity exists between affluent communities who have the means to access immersive learning technology and under-resourced schools and students who are left behind. This is why we’re contacting school districts across many socioeconomic backgrounds to get disruptED materials in their hands.
Whether at home with parents - or in the classroom with teachers - children are now able to experience immersive learning through affordable options like disruptED.
3. Too much screen time will hurt my students/children.
There are few bigger concerns among parents than the amount of time that their children spend in front of screens. It’s a valid concern.
Our position is that a) not all screen time should be treated equally, and b) everything should be consumed in moderation.
Many parents who we’ve observed watching their kids using the disruptED app are genuinely surprised at how engaged and excited their children are to learn new concepts. AR and VR learning is not a passive experience.
In our development process, we designed experiences that cater to children’s short attention spans and do not require them to use the product for long periods in order to absorb the lessons.
There’s always a risk of overdoing screen time, but it’d be a mistake to equate an hour spent on/with disruptED to the same period spent on/with Fortnite, for instance.
4. AR and VR learning apps are not age appropriate.
disruptED’s Starter Kit includes a variety of materials that are intended for pre-K to kindergartners, and we soon will introduce additional books for grades 1-3. None of the programming in our materials - or in our app - is unsuitable for these age groups.
We worked closely with renowned illustrator Ed Heck to create a character set with plenty of primary colors, as well as a pretend world that is whimsical and silly. The monsters that we designed are popular among children who are normally afraid of monsters. Who would’ve guessed?
5. AR and VR learning apps create a solitary learning experience
If you’re envisioning a classroom full of zombie students wearing VR headsets and learning in isolation, think again.
At disruptED, we created our app and materials as a blended learning program to offer activities inside and outside the digital experience. These activities reinforce the learning and invite parents and educators to participate in several delightful ways.
The future of VR is interactive. Imagine a mother on a work trip in Japan wearing a headset to read to her child in Texas to put them to bed. This may have seemed far-fetched a decade ago, but it’s on the cusp of becoming mainstream today. As AR and VR development tools and hardware improve, we will be able to offer multiplayer options to make the programming even more inclusive.
There’s no reason why children and their parents and teachers shouldn’t be the early adopters.