The idea of using virtual reality simulation for educational purposes was conceived when the first prototypes appeared. Initially, VR technology was primarily used for entertainment and gaming. The first simulation machines were large, unwieldy, and extremely expensive, making them impractical for widespread use in education. The initial education VR systems mainly offered specialised training to highly qualified professionals, with flight simulators as the most well known field of application.
Before we launched the DR FLEMP project, and especially during its early stages, we took a close look at other projects and previously implemented solutions. And particular attention has been paid to the mistakes made by our predecessors.
Over the last two decades, VR technology has made remarkable advancements in quality and performance. Hardware has also become more affordable, now costing about as much as an average-performance smartphone. Consequently, the technical barriers that once hindered widespread access to this technology were gone. So, why hasn’t VR been more widely adopted in education yet?
Digital technologies are advancing rapidly. However, traditional methods still dominate in teaching.
Even when changes occur, they often don’t involve the incorporation of new technological solutions. While getting new iterations, older methods and tools are still being used with no significant increase of efficacy, though becoming more expensive. In such a scenario, the role of educators, technicians, and those we call the ‘ambassadors of the future’ becomes pivotal. After all, innovative teaching methods are pointless if there are no educators ready to use them.
Today, we introduced DR FLEMP to the teachers from partner institutions in Germany (Language School “SprachInvest”, Düsseldorf), Lithuania (Utena University of Applied Sciences, Utena), and Cyprus (Cyprus University of Technology, Limassol).
During the joint online presentation, participants learned about the history of VR technology and its positive impact on skill acquisition, which, essentially, is the core of the educational process.
Following this, in breakout sessions with our technical support team, participants had the opportunity to test the current version of the application. The feedback we received will help us enhance the app for the upcoming users.
Starting at the end of November 2023, it will undergo piloting for language learning at partner institutions in three mentioned European countries. The results of this piloting will be included in the project report and will guide our continued efforts to implement VR technology in education.
The future of education is digital!