Dive Brief:
- Virtual reality is a growing tech platform in a number of industries, including tourism, gaming, cinema and education.
- Inside Higher Ed says that colleges should quickly consider adding VR for disciplines like engineering, or to student resources like library services.
- Costs for wearable technology and high-powered computers to run VR programs is still prohibitive for many schools outside elite Ivy League and large public institutions.
Dive Insight:
As the market for wearable devices increases, so has demand for the technology to be used in teaching and research space. Costs and value remain a big question for most institutions, even in the face of some schools already utilizing the benefits of VR in STEM learning environments.
For smaller institutions, grants and philanthropic partnerships with companies like Oculus may currently be the only way to secure the hardware and accompanying computer programs to fully launch a VR strategy, even in limited programs like science and cinema arts. A good place to start creating funded research opportunities also lies in partnering with secondary institutions to expose middle and high school students to learning benefits that can prepare them for higher education.