Virtual reality (VR) technology has advanced tremendously in recent years with the advent of 360-degree interactive ultra-high-definition (UHD) video. New 4K VR video cameras can capture virtual reality video for use in games, apps, education, and training. Virtual reality (VR) headsets like the Oculus Rift (a.k.a., head-mounted displays or HMDs) can leverage 4K 360-degree interactive video to generate intensely immersive 3D virtual reality experiences unlike any other.
Augmented virtual reality, in which text and visuals are overlaid upon the essential visual field, can further enhance virtual reality eLearning applications used in education and training. Such augmented reality training allows for either the application or the user's own curiosity to guide the user experience through multiple levels of learning centered upon the 3D virtual reality environment portrayed in the 360-degree, 4K UHD video.
The potential of 3D virtual reality in education and training applications is enormous. The University of Illinois found that while 80% of all instructional delivery is auditory, only 10% of students learn best through that method. 360-degree virtual reality video production, particularly accompanied by augmented reality training, can make for new learning experiences that target all the major learning styles: visual, auditory, and kinesthetic. With a majority of learners favoring visual and kinesthetic styles, the ability to wrap users in immersive and interactive virtual reality experiences finally matches people to their strongest learning styles, resulting in more effective education and training that delivers powerful and long-lasting results.
The popular Kolb learning model divides learning approaches into four types based upon the intersection of preferences for concrete versus abstract learning and active versus passive learning. The combination of these learning preferences produces four distinct learner profiles: accommodator, assimilator, converger, and diverger. Accommodators learn mainly through intuition tested by experience. Convergers learn through abstract thinking tested by experience. Divergers learn through a combination of intuition and observation. Assimilators primarily learn through abstract thinking and observation. Traditional classroom instruction depends primarily on abstract and passive learning. Unfortunately, this is primarily beneficial to the assimilating learning style; all other three styles will find such instruction to be lacking in either the intuitive or participatory aspects. Deploying virtual reality technology in education and training will help target a greater number of learning styles according to the Kolb model as well, while still leaving opportunities for assimilating learning styles, thus improving outcomes for all involved.
Thanks to the advent of 4K UHD 360-degree interactive video, combined with advanced HMDs/VR headsets and a wide range of controller options, virtual reality technology has never been in a stronger place to deliver effective education and training to ever-expanding audiences. Come see what is possible with virtual reality apps. Choose an interactive multimedia developer that has the 4K ultra-high-definition 360-degree VR cameras necessary to make a maximum impact.
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