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How Virtual Reality Improves Passive Learning Methods and
Promotes Active Learning Experiences
Index
 Introduction
 Key differences between Passive and Active learning
 VR’s classroom benefits
 How Virtual Reality Improves Passive Learning Methods and
Promotes Active Learning Experiences
 Conclusion
Introduction
Ever wondered why most institutions and administrators value learning methods and curriculums built
around active learning?
This description from Susan Edwards paints an interesting picture:
Passive learning is like downloading a PDF file from the internet to your computer. You can download the file
without reading it or thinking about it. You can save the file in a folder where you can retrieve it later if
necessary and still not understand anything in the file.
Whereas in an active learning approach, students can uncover information on their own using a variety of
resources: to gather new information until it makes sense and to create new ideas using the information
they have learned.
Key differences between Passive and Active learning
- Active learning enables the student to apply the knowledge that is learned, while passive learning
imparts knowledge to the learner;
- Active learning engages the student in higher order thinking, while passive learning engages the student
in factual learning
- Active learning is student-centered, while passive learning is teacher-centered.
Most institutions desire some degree of active learning because it helps learners grasp information easier,
rather than making them passive recipients of information.
Now, let’s bring virtual reality into the picture.
Virtual reality technology creates an artificial reality and allows you to experience it as if you are really in
it. Some of VR’s classroom benefits include:
 Virtual reality teaching tools help teachers gain and hold the attention of their students and engage
them more.
 VR makes learning more interesting and fun, helping students retain knowledge longer.
 VR creates equal learning opportunities for students and allows them learn at their own pace.
How Virtual Reality Improves Passive Learning Methods & Promotes Active Learning Experiences
VR is one of the few tools capable of promoting active learning experiences. Here’s how VR can improve
passive learning:
VR in the classroom eliminates behaviourism.
Behaviourism is one of the biggest promoters of the passive classroom learning experience—it fosters a
planned approach to understanding the behaviour of students.
In classrooms or institutions highly dependent on the ‘sage on a stage’ teaching method, behaviourism
plays a prominent role.
However, with immersive technologies potential to improve the classroom learning and teaching
experience, behaviourism may not be the best approach.
VR teaching supports constructivism: a theory about the nature of learning that focuses on how humans
make meaning from their experiences.
Constructivism allows teachers to build their curriculums around concepts that knowledge should be
constructed by the learner and not passively learned from another person.
In essence, VR in the classroom allows students to learn at their own pace and gives teachers the freedom
to explore multiple teaching styles.
Conclusion
Passive learning methods are becoming less effective in helping students keep up with today’s learning
needs. Therefore, if you want to help your students improve and attain greater heights, now is the best
time to jump on the virtual reality bandwagon—introduce virtual reality teaching apps today.
+1 (614) 707-5225
info@holopundits.com
https://www.xrguru.com
425 Metro Place North Suite 440,
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How Virtual Reality Improves Passive Learning Methods and Promotes Active Learning Experiences

  • 1. How Virtual Reality Improves Passive Learning Methods and Promotes Active Learning Experiences
  • 2. Index  Introduction  Key differences between Passive and Active learning  VR’s classroom benefits  How Virtual Reality Improves Passive Learning Methods and Promotes Active Learning Experiences  Conclusion
  • 3. Introduction Ever wondered why most institutions and administrators value learning methods and curriculums built around active learning? This description from Susan Edwards paints an interesting picture: Passive learning is like downloading a PDF file from the internet to your computer. You can download the file without reading it or thinking about it. You can save the file in a folder where you can retrieve it later if necessary and still not understand anything in the file. Whereas in an active learning approach, students can uncover information on their own using a variety of resources: to gather new information until it makes sense and to create new ideas using the information they have learned.
  • 4. Key differences between Passive and Active learning - Active learning enables the student to apply the knowledge that is learned, while passive learning imparts knowledge to the learner; - Active learning engages the student in higher order thinking, while passive learning engages the student in factual learning - Active learning is student-centered, while passive learning is teacher-centered. Most institutions desire some degree of active learning because it helps learners grasp information easier, rather than making them passive recipients of information.
  • 5. Now, let’s bring virtual reality into the picture. Virtual reality technology creates an artificial reality and allows you to experience it as if you are really in it. Some of VR’s classroom benefits include:  Virtual reality teaching tools help teachers gain and hold the attention of their students and engage them more.  VR makes learning more interesting and fun, helping students retain knowledge longer.  VR creates equal learning opportunities for students and allows them learn at their own pace.
  • 6. How Virtual Reality Improves Passive Learning Methods & Promotes Active Learning Experiences VR is one of the few tools capable of promoting active learning experiences. Here’s how VR can improve passive learning: VR in the classroom eliminates behaviourism. Behaviourism is one of the biggest promoters of the passive classroom learning experience—it fosters a planned approach to understanding the behaviour of students. In classrooms or institutions highly dependent on the ‘sage on a stage’ teaching method, behaviourism plays a prominent role.
  • 7. However, with immersive technologies potential to improve the classroom learning and teaching experience, behaviourism may not be the best approach. VR teaching supports constructivism: a theory about the nature of learning that focuses on how humans make meaning from their experiences. Constructivism allows teachers to build their curriculums around concepts that knowledge should be constructed by the learner and not passively learned from another person. In essence, VR in the classroom allows students to learn at their own pace and gives teachers the freedom to explore multiple teaching styles.
  • 8. Conclusion Passive learning methods are becoming less effective in helping students keep up with today’s learning needs. Therefore, if you want to help your students improve and attain greater heights, now is the best time to jump on the virtual reality bandwagon—introduce virtual reality teaching apps today.
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