Even though VR has been in existence for decades, the integration and use of VR in education has only started to occur in recent years. Since VR has the potential to create a similar environment of the real world, it provides solutions for learning media and learning interaction. In teaching practice, personal experience is more convincing than abstract concepts. It provides an interactive medium instead of passive watching. VR can be used to form new learning context and increase student learning motivation. In addition, utilizing VR in education can reduce training costs significantly.
Academic performance refers to how a student meets the short-term or long-term goals in education. These included the amount of homework at home, distance of home from school, student teacher relationship, and teachers teaching experience and so on. Several factors are difficult to be controlled by learners. Quality of motivation is an important factor, which determine good academic performance. Because motivation directs behaviors toward a particular goal, it will improve academic performance as a result. Students who were most motivated in learning activities tended to become the highest achievers.
Every child is a genius in his or her own way. VR can be the key to awakening the genius inside.
Our own Altairika Virtual Encyclopedia contains more than 65 educational films on different subjects of school curriculum (astronomy, physics, biology, chemistry, anatomy, etc).