China's VR education project caused a shock.
It is said that "VR Multi-dimensional Classroom" is the first VR education solution that can really land in China, and it has been actually operated in primary and secondary schools.
As we know, VR technology uses computers to generate a simulation environment, and uses multi-source information fusion, interactive three-dimensional dynamic scenes and entity behavior system simulation to immerse users in this environment, thus creating an immersive three-dimensional virtual world. It is reported that the system architecture of "VR Multidimensional Classroom" allows VR to play a unique role in the classroom: teachers and students in an immersive environment can interact in virtual reality scenes. In addition, new technology has brought new space for teaching reform, and at the same time, it is low in technical threshold, easy to learn and more convenient in application and operation than "electronic blackboard"; In the future, VR classroom will become the main form of VR education. VR blackboard, VR desk, VR platform, etc. Can accommodate a variety of VR tutorials and teaching materials, with teachers.
It can be said that the combination of VR/AR and education subverts the bottleneck that the educated can't participate and interact in traditional teaching methods. It can not only provide students with a vivid learning environment, such as building mannequins, computer space travel, showing the molecular structure of compounds, etc., but also save education costs, avoid the risks of practical operation, stimulate students' knowledge learning and innovation potential, solve and break through the difficulties and bottlenecks in traditional teaching, and make the micro world macroscopic, the plane world three-dimensional and the abstract world concrete, which will bring an unprecedented educational reform.
The blue ocean prospect of VR+ education highlights
VR started in VR+ industry, and then gradually developed into VR+ security, VR+ military industry, VR+ education, VR+ medical care, VR+ real estate, VR+ tourism and other fields. One of the main reasons for its gradual rise is that the feature and core of virtual reality is immersion, which makes people immersed in virtual space and is also interactive and imaginative.
Nowadays, with the continuous development of VR/AR technology, the field of education has become one of the important footholds of VR technology. As the most representative virtual reality technology at present, VR+ education mode will surely become an important direction of future education development.
The 13th Five-Year Plan of China's education informatization clearly puts forward the core concept and application drive of "persisting in promoting the deep integration of information technology and education and teaching". As an important part of educational informatization, VR education has received strong support from the national policy level. 35% of the government's annual financial education expenditure of 200 billion yuan is invested in the construction of educational informatization, and the potential of VR education market can be said to be immeasurable.
According to the report released by Goldman Sachs, VR/AR technology has been applied to simulation training, industry, education, medical care, entertainment, aerospace, real estate, tourism and other industries, and has developed to a certain scale. It is estimated that the VR market in China will reach 79.02 billion yuan in 20021year, 300 million dollars in 2020 and 700 million dollars in 2025. In addition, Goldman Sachs believes that VR/AR devices will be the first to enter the K 12 (basic education stage) market as interactive tools, and VR technology is expected to become the standard in the future education market.
The road of VR+ education is still very long.
However, the road of VR+ education is still very long, and the overall format of VR education still has many shortcomings. Only by solving these problems can VR education continue to develop.
On the one hand, insufficient content production is the primary problem facing the VR education industry. Whether the content of VR education can be continuously produced, whether the content is of high quality and whether it can be consistent with the reality of current primary and secondary education is the key to the continuous rise and popularization of VR+ education in the future; Secondly, cost control is another problem that VR education needs to break through. At present, a set of VR education needs at least 500 thousand, which restricts its popularization and application; Moreover, the talent gap and relatively weak research strength are the links that VR education needs to improve. The sustainable development of an industry inevitably needs the support of talents. For emerging industries such as VR+ education, a lot of technology and continuous investment by developers are needed. However, at present, the gap of professionals in the VR industry has reached one million. In addition, industry standards need to be standardized and widely concerned. The norms of VR education industry have not yet been established, and pseudo-VR is prevalent in the market, which is difficult for practitioners to cope with.
The development of VR+ education in China is still in the primary stage, and the whole market needs a long-term cultivation process, which requires not only the efforts of enterprises, but also the policy support of governments at all levels and the great attention of education departments and schools to catalyze the rapid development of this market.