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Home » Meta Pushes VR Learning with New Ed- Hub for Quest Devices

Meta Pushes VR Learning with New Ed- Hub for Quest Devices

Joan Aimuengheuwa by Joan Aimuengheuwa
April 15, 2024
in EduTECH
0
Meta Pushes VR Learning with New Ed- Hub for Quest Devices
Source: Meta

Source: Meta

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Learning is about to get a virtual upgrade as Meta announces a new, yet-to-be-named educational product specifically designed for its Quest VR headsets. 

Launching later this year, the hub aims to bolster the classroom experience by making VR technology more accessible and effective for educators.

The new hub, which is developed in collaboration with educators, researchers, and education app developers, prioritizes both teachers and students. 

Teachers will gain access to a curated library of “education-specific apps and features” tailored to various subjects. Additionally, the hub comes with device management tools, allowing teachers to control and update multiple Quest headsets in their classrooms simultaneously. 

This approach eliminates the need for individual device setup, saving valuable classroom time.

Unlike traditional learning methods, VR facilitates a sense of “presence and immersion,” allowing students to experience historical events, explore distant locations, or even conduct virtual experiments. 

Imagine walking alongside dinosaurs in a recreated prehistoric landscape or dissecting a virtual frog in a biology class – these are just a few possibilities VR presents.

This initiative builds on Meta’s ongoing exploration of VR applications in education. Last year, the company provided Quest headsets to 15 US universities and actively promotes educational apps within the Quest store. 

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Institutions like New Mexico State University and Stanford University have already begun incorporating VR into their curriculums, with reported success in areas like criminal justice education and soft skills development.

Indicating the positive impact of VR learning, a 2022 study by Morehouse College found an average final test score increase of 7 points for students who learned in VR compared to traditional methods. Also, the XR Association reports that 77% of educators believe VR ignites curiosity and improves student engagement.

Meta acknowledges the early stage of VR in education but sees huge potential for wider adoption. While the product name and detailed features remain under wraps for now, it’s expected to launch in markets currently supporting Meta’s Quest for Business subscription. 

Initially available for institutions serving students aged 13 and above, the hub aims to provide educators with the tools they need to create engaging and effective learning experiences that go beyond the limitations of the physical classroom.

Through collaborations with educators and developers, Meta seeks continuous improvement to ensure its Quest headsets become the go-to tools for educators, empowering them to “do what they do best: teach.”

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  • Joan Aimuengheuwa
    Joan Aimuengheuwa

    Joan thrives at helping individuals and businesses scale via storytelling...

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