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

dailyemerald | April 04, 2019

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.UO isn’t the only Pacific Northwest university with virtual reality technology. University of Washington, Portland State University, Oregon State University and Washington State University are all implementing various forms of the technology.

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This whitepaper explores how eLearning providers (Learning Management Systems, Training Management Systems, Learning Experience Platforms, and content providers etc.) can convert these challenges into opportunities by prioritizing the customer experience (CX) to increase customer satisfaction and profitability.

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This whitepaper explores how eLearning providers (Learning Management Systems, Training Management Systems, Learning Experience Platforms, and content providers etc.) can convert these challenges into opportunities by prioritizing the customer experience (CX) to increase customer satisfaction and profitability.

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