Categories
Design for Animation, Narrative Structures and Film Language

Week 8 report main subject

VR gaming in the education sector and its impact

Topic focus: VR gaming, education industry

This report is for VR developers and people in the education industry.

Objective.

I want people to know that VR games are not only for entertainment but they can also be used for learning.

Audience: VR users and developers, people in the education industry. The aim is to investigate the usefulness and future direction of VR games in the education sector.

Abstract.

VR games are highly interactive.

Method: Comparative experiment

Contemporary use of technology

Humans learn through play

The subject of this research is the use and effectiveness of VR games in education. Whether games can contribute to education has been quite controversial. By combining games with immersive VR technology, VR games are gradually developing a more significant market towards education, with many VR games with educational or exercise purposes vying for attention. Data and research on VR educational games conclude that they have a degree of impact in sustaining learners’ interest in learning and enhancing their learning outcomes.

Key Words: VR games, education, virtual reality environments, knowledge, immersive learning

Introduction.

An introduction to VR technology, an introduction to the types of VR games, the history of VR games used in education, the educational impact of VR games on young people (what are the typical VR educational games in modern society), and the shortcomings of VR games in education. This report will critically and objectively consider the application of VR technology to the education sector and its effectiveness. VR games are used at the educational level, and the effects they bring to the educated, containing both sound effects and shortcomings, from this report can judge the importance of VR game education in the education system and its future direction. Hypothesis: VR games are a better learning option for the education system.

Main text (issues to be argued [selection]).

What is the difference between VR in gaming and regular video games?

(The benefits and disadvantages of VR games compared to regular games)

How do VR games sustain interest in learning?

(Reasons why VR games appeal to young people, and reasons why they don’t)

Why do VR games have a place in the education sector?

(The importance and necessity of VR games in the education sector)

What is the positive impact of VR games on the education sector?

What are the limitations of VR games in education?

(These two can be categorized as the impact of VR gaming in the education sector)

Conclusion: The necessity of VR games for the education industry cannot be ignored. VR games have the advantages of XXX, XXX, and XXX and apply to different areas of the education industry. With the development of VR technology, VR games will become an efficient and unique way of learning in the education sector.

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