Cultivating New Levels of Student Engagement through Virtual Reality

Virtual reality (VR) – the use of computer-generated graphics to create lifelike sensory experiences and environments – has historically been used for entertainment. However, companies are now using VR technology – both the hardware headsets and the software that generates the actual “experience” – for other practical applications as consumer-grade versions hit the market. And what about VR in education? Could it prove to be an effective way to supplement classroom learning? Download this case study to learn how Hunters Lane High School, part of Metropolitan Nashville Public Schools, recently set out to answer those questions and determine student and teacher perceptions of VR-based learning to evaluate the potential for integrating VR effectively into the classroom.