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Poteltial for Enhanced Learning

AR and VR have the ability to present traditional content in more immersive and interactive ways. Students learn best by doing, but that is not always practical or possible. VR is the next step in the evolution from writing to pictures to video. Each step made new experiences more accessible to students, and that is exactly what VR provides.

AR and VR could have many uses in a music classroom. Uses for conductor training are already in development, but similar applications could be applied to all types of music making. Computer assessment of audio continues to develop, AR could enhance this by providing students feedback on how they are physically performing music such as correcting embouchures, bow holds, and stick grips. AR could then highlight for the student what adjustments to make.

A Logical Next Step

VR and AR can be perceived as a bizarre novelty in a school setting. In reality, educational technology has evolved down a course pointed directly at VR and AR. Videos, computers, projectors, and even books have simultaneously connected students to educational content, and disconnected them from each other. VR and AR are no different. While students are isolated from their physical and social environment, they are immersed in a virtual learning environment. Siemens and Downes recognized this dilemma in relation to e-learning stating “the integration of principles explored by chaos, network, and complexity and self-organization theories. Learning is a process that occurs within nebulous environments of shifting core elements—not entirely under the control of the individual."

Potential Dangers of AR and VR

Unlike most other currently emerging technologies, the concerns around AR and VR relate to both societal impact and physical health. As with any other connected technology, AR/VR has the potential to give students access to inappropriate content. This problem has emerged, been recognized, and addressed with solutions in these technologies. The solutions for AR/VR would be no different, but have not been as well established as other outlets. The inherent isolation makes AR/VR use more difficult to monitor and brings concerns about growing social isolation in students.