Learning in the Metaverse
Immersive learning in action

Learning in the Metaverse

A lot has been written about the Metaverse - the next evolution of the internet that will allow us to socialise, shop and be entertained via a raft of new platforms and 'extended' reality in a way that seamlessly blends our virtual lives with our real one.?

But how will kids learn in the Metaverse??

In considering how kids' lives might change as the Metaverse evolves I want to explore how extended reality, that is VR and AR, are set to revolutionise the delivery of educational content for kids as they conduct their lives between virtual spaces and physical ones.

VR immerses students in a fully digital environment via headset or wearable display. AR overlays digital media or objects onto their real world through a device such as phone, or wearable tech such as glasses. The content overlayed might be flat, text or 3D graphic objects.

Neither VR nor AR are new but the educational potential they offer is now better understood. In addition, improved tech and content are creating a better experience for school children. What VR and AR facilitate is ‘immersive learning’ - immersivity being one of the tenets of the Metaverse. As such, the tech offers children the chance to experience realistic simulations that are not accessible where they are, whether that’s in a classroom or in their bedroom.?

Immersive media uses visual and audio content to make students feel like they are actually ‘in’ the virtual world and this in turn offers educators unlimited use cases for students. For example, children can test their decision-making during a real time emergency situation such as a forest fire, take a virtual field trip that would otherwise be cost prohibitive or?immerse themselves?in an historical event that takes students back in time. Already with the Meta Quest headset students can virtually dissect a frog!??

So, what makes VR and AR so good for educating kids?

Immersive content has been shown to improve knowledge retention more than when kids are learning via traditional methods. Infact, VR has a learning retention of 75%, according to a study from 2020 published in the Journal of Computers in Education. Class lectures have a learning retention of only 5% and reading a retention of just 10%.

VR and AR enables learners to study without boundaries and reach their full potential more easily. We might say therefore that the Metaverse has the potential to revolutionise how and when kids learn. Immersive learning can significantly increase a child’s attention, engagement and makes for a 'fun learning experience', which all too often is a contradiction in terms in traditional schooling.

The advantage that immersive learning confers to students is clear, and at a time when competition for talent is growing according to McKinsey. Early adopters of VR and AR will put their students ahead of the game.?

For media creators, immersive learning tech also offers exciting ways to deliver educational content (and characters) that give rise to higher engagement and ultimately a deeper affinity from the audience. For those intending to create valuable IP in this space, this last element is fundamental if the plan is to extend the brand and commercialise. There is value to be had there.

Emily Horgan

Ex Disney | Content/Franchise Strategy | Dublin/London/Remote

3 年

VR/AR are bandied about a lot they sometimes become wallpaper, love your succint summation, "VR immerses students in a fully digital environment via headset or wearable display. AR overlays digital media or objects onto their real world through a mobile device".

Jo Redfern

Founder, specialist in Gen Z & A media strategy on Roblox, YouTube, TikTok | Fan engagement and monetisation in the new digital reality of business models | Exec Producer | Speaker | Gamer

3 年

Thanks to Joe Matson and Alan Smithson ?? this week who were kind enough to help me start this series of articles by sharing pointers and info.

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