How can AR/VR play a role in a post pandemic Higher Education landscape? The technological advances and ability to scale can bring transformative impacts. In this timely article by the Harvard Business Review, experts debate the different teaching and residential modalities that can be offered to college students. One of the recommendations call for creating competencies is outsourcing through “Silicon Valley edTech startups, especially those whose lineage is in the gaming industry with expertise in artificial and augmented reality and capabilities to create immersive experiences.”

 

A Post-Pandemic Strategy for U.S. Higher Ed

Executive Summary Amid the Covid-19 pandemic, three external forces have come together to create a perfect storm for American colleges: The cost of higher education has been skyrocketing, a new generation of digital technologies – such as mobile, cloud computing, machine learning, AI, AR, and VR – have matured, so immersive and personalized education can be provided online at scale at a much lower cost than that of conventional education, and parents, students, faculty, and university leaders have significantly lowered their psychological barriers to online learning.


Dan Lejerskar  shares his views:

“As the authors of the article have rightly pointed out,¬† AR/VR technologies now have the capability to create rich and immersive learning experiences that can surpass textbook instruction. In addition, the ability to scale such technologies will lower the cost and access barriers for students. This means no longer having to face the prospect of mounting student debts or physical barriers from distance. This is a call to emerge collectively from this hubris and use this opportunity to translate this ideal of educational equity into action.”