Strawberry Generation to Gen Alpha: Virtual Reality and Augmented Reality in Education
The uses of digital technologies are obvious and the impacts of technology over “generation z” are tremendous. But beyond its surface of recreational capabilities, there are some beneficial ways that can be used in an instructional environment. One of them is to use virtual reality that we first introduced in class with Google cardboard. It is the pioneer that sets an immersive experience to go beyond the entertainment, and it gets weary in time. Virtual Reality is the simulation of a real or imagined environment that appears as three dimensional (3D) space. Immersion of VR into the classrooms started with affordable devices such as Samsung Gear VR and Google Cardboard and Windows 10 VR (Lawrie,2017). The headsets attached to any smartphone device and free VR apps such as Titans of Space VR or Google Arts and Culture can give a new tune to learning just by hitting the icons in the apps and can help learners to virtualize the themes like space; walking on the moon by i...