Augmented reality (AR) and virtual reality (VR) are technological advancements adopted mainly for smartphones. AR intersects digital material with real-world surroundings, while VR primarily involves the creation of an artificial setting. When combined, AR and VR form an extended reality (XR). AR and VR have broad applications across many aspects of human life, including manufacturing, medicine, education, engineering, security, space exploration, and entertainment. According to Pantelidis, the market for these two technologies is projected to grow to $160 billion by 2023 from $16.8 billion in 2019. Therefore, AR and VR are expected to come to be an integral part of humanity.
Sadly, I haven’t yet experienced any of those types of reality but I can make assumptions of their impact. In education, I believe AR and VR could be used to teach complex subjects, such as geometrics. Teachers can apply AR and VR to enable students to understand theoretical theories. The technologies can support the students to experiment and interact with the veracities of today’s world, thus improving their classroom experience. I consider that AR and VR vital can facilitate teaching new skills, inspiring students’ minds, and getting learners enthusiastic about discovering new abstract interests. The technologies can also foster collaboration among learners and teachers, leading to improving teaching content. The partnership also builds stronger bonds that can motivate the students to enhance their learning.
Despite the vast benefits of AR and VR in education, the technologies have been embraced at a relatively slow pace. Pantelidis states that some school administrators are pushed back by the cost while others perceive it as a form of entertainment and not an effective tool for learning. However, with the expanding use of smartphones, I am definite that AR and VR could become cost-effective, especially in replacing expensive textbooks.