Abstract

Virtual reality (VR) provides a true three-dimensional, interactive environment in which students can manipulate, explore, and modify their environment. Additionally, virtual reality offers the ability for students to collaborate with others who may be located elsewhere, and VR can provide anonymity for the students when that is desirable. Virtual reality is currently being used or tested in a variety of formal and informal educational settings. Formal settings include elementary school, secondary school, universities, etc. Informal settings include museums, zoos, libraries, and other similar venues. A trend that is already emerging in the area of education is the use of augmented reality (AR). More adoption of AR technologies is expected in areas ranging from providing a more personalized experience for museum visitors to providing students guided exercises in prairie and other natural environments. The possibilities of simulations carried out in virtual environments allow for compelling historical re-creations, science expeditions, and any learning experience that can make use of simulations and vignettes.

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