This document discusses the potential of virtual reality (VR) for education. It provides background on the history of VR technologies like Sensorama, LEEP Cyberface, Nintendo Virtual Boy, Oculus Rift, and Google Cardboard. The document outlines Robin de Lange's research focusing on how VR can be used to explain complex problems and the opportunities and obstacles of VR in education. It describes a course where students explored VR's potential for science and education by creating VR prototypes. Examples are given of VR applications for various fields of study and the content creation process using tools like Unity3D, video, and VR applications.
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