Virtual education: How virtual reality tech is used in education at UO

In 1995, Nintendo released the “Virtual Boy,” the company’s first attempt at virtual reality technology. The console offered gamers a 3-D experience for gaming. It failed, and was Nintendo’s worst selling console of all time. Gamers didn’t see another serious attempt at VR technology until recently. In 2016, Playstation released their own VR system, a set of goggles that brings the gamer into different worlds. Virtual reality technology is being used for more than gaming, though — the University of Oregon is utilizing the technology to connect its students in fields that range from language and communication to early education. According to global research and advisory firm Gartner, an estimated 60 percent of U.S. higher education institutions will be using VR technology by 2021 to enhance efficiency in learning, attract and retain students and help prepare students for their careers.

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