The Market Overview
Initially, Virtual Reality sector gained its popularity in the entertainment sector. However, according to the recent survey done by Greenlight VR, the percentage of people desiring for educational content outweighed the percentage of people wanting it for gaming content (63.9% vs. 61%).
In fact, within the market of VR and AR (gaming, telepresence, media, medicine, and education), the education and training sector will be the leading market for the growth for the next 5 years. By 2022, market projection from OrbisResearch.com expects educational VR sector to grow at a CAGR of 59.14%, which is an increase in revenue of USD 2.2B. |
Some Reasons for its popularity
Sense of PlaceIn the past, we imagined or looked at illustrations to understand and visualize contents we were learning. With VR technology, students can immerse themselves to experience it personally and even, interact with it.
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Learn by DoingTraditional learning involved more reading and listening to lectures given by a teacher. Now, with VR, students can learn by doing and exploring, which is known to be one of the most effective ways of learning.
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Scale LearningThere are times when students can’t do certain things because the school just can’t afford it or its just impossible. VR solves this problem by making impossible possible.
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Emotional ReactionEven though students are immersed in a virtual world, VR program can be realistic enough for their body to believe that it is real. This realistic feeling with student’s engagement, it allows them to have an emotional reaction towards their learning.
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