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Virtual Reality and Augmented Reality in Education

MGL’s teaching team have taken the technology of Virtual Reality (VR) and Augmented Reality (AR) – initially introduced in the gaming industry – and adapted it for use in partner schools across the North West.

VR uses the senses of sight and sound to create a real-world viewing experience accessed through tablet technology or 3D glasses such as Oculus Rift and Google Cardboard. AR integrates artificial digital information within the user’s existing viewing experience in real time. The use of such technology for learners at all levels is growing every day, with developers building new content that opens up its potential use.

Examples where MGL’s teaching team use VR and AR regularly include:

  • Supporting the STEM subjects – VR has massive use in areas such as astronomy where learners of all ages can explore the solar system and planets through various apps, and biology through visualisations of the human body
  • Virtual Field Trips – amazing content is available, enabling access to everything from museum tours from world famous institutions through to a virtual walk through the Amazon Rainforest
  • History Brought to Life – taking content developed through Minecraft Learning, to create a walk through of Ancient Rome, the Egyptian Pyramids and any historical scene or re-enactment

MGL believes that VR and AR can bring enormous learning benefits across the curriculum:

  • It brings an immediate engagement for learners, and creates and immersive learning environment with no distractions
  • They can be used to introduce complex learning concepts through a visual-based experience
  • When used appropriately, they can blend digital learning with traditional methods, and engage learners in technology that for many is their logical next step as digital natives
  • They build on the proven record of games-based learning as an invaluable motivation to increase students’ learning

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