Dr. Mario Herane, Vice President of Global Affairs and Development, Universidad Mayor

Dr. Mario Herane is an accomplished leader in higher education, with a notable career spanning over 17 years in educational leadership, EdTech, technology management and operational excellence. Currently serving as the Vice President of Global Affairs and Development at Universidad Mayor in Chile and the U.S., he has spearheaded significant initiatives of institutional development across the globe. Dr. Herane’s academic credentials include a Doctorate in Business Administration from the University of Liverpool, an MBA for the University of Florida, and a Master’s in Finance for Florida International University, supplemented by professional development at renowned institutions like Harvard Kennedy School, MIT, Hasso Plattner Institute, and Stanford University. His experience also encompasses roles such as the Director of Online Learning at Universidad Mayor and Founder of Nexus University. Dr. Herane’s work is distinguished by his commitment to leveraging technology and strategic planning in creating innovative and inclusive educational environments.

 

 

Imagine stepping into a classroom where you can explore ancient ruins, perform virtual surgeries or conduct complicated chemical experiments all from the comfort of your seat. This isn’t a scene from a science fiction movie; it the reality being shaped by Virtual Reality (VR) and Augmented Reality (AR) technologies. These immersive tools are revolutionizing higher education by creating engaging interactive and effective learning. As institutions strive to provide more personalized and accessible education VR and AR are emerging as important technologies that can bridge the gap between theoretical knowledge and practical use establishing new skills and applicable knowledge.

Educational Tech has come a long way from chalkboards and overhead projectors. The advent of personal calculators, the internet and interactive software has steadily revolutionized classrooms. Personally, I remember the years when clinical simulation was highly resisted by faculty and students and now, we can’t imagine a Medical or Nursing curriculum without it. In recent years VR and AR have combined as the next big step in educational innovation. VR makes a fully immersive digital environment while AR overlays digital information onto the real world. Together they are reshaping how students learn and interact with educational content. Institutions worldwide are beginning to adopt these technologies with numerous examples showcasing their potential.

One of the most significant benefits of VR and AR is increased engagement. Traditional teaching methods often struggle to maintain student interest, notably in complicated or abstract subjects. VR and AR capture students’ attention through immersive experiences that make learning both fun and memorable.

For instance, medical students at Stanford University use VR to practice surgeries in a risk-free environment, very importantly improving their skills and confidence before performing on actual patients. Engineering students at the University of Illinois use VR to construct and review virtual bridges gaining hands-on activities without the associated costs and risks. VR and AR also cater to different learning styles making education more inclusive and accessible. Students with disabilities who might find physical classrooms challenging can benefit immensely from VR/AR environments tailored to their needs. These technologies allow students to participate in Imitations and practical exercises that would be impossible or too dangerous in the real world.

The practical uses of VR and AR in higher education are vast and varied. Virtual classrooms and labs are becoming increasingly common providing students with opportunities to explore and experiment without geographical or logistical constraints. Virtual field trips allow students to visit historical sites, museums and even outer space offering enriching learning experiences that traditional field trips cannot match. In medical education VR is used to simulate surgical procedures allowing students to practice and hone their skills in a controlled environment. There are VR programs to provide realistic surgical simulations that help medical students and professionals Improve their techniques and outcomes. Similarly, AR Uses like Microsoft HoloLens are used in anatomy classes to project 3D Representations of the human body enabling students to interactively study structures.

STEM (Science, Technology, Engineering, and Mathematics) education also benefits very importantly from VR and AR. For example, chemistry students use AR to Imagine molecular structures and chemical reactions deepening their understanding of intricate concepts. In physics VR Imitations allow students to experiment with different variables in a virtual lab observing outcomes without the need for physical materials. The arts and humanities are not left behind. AR is used to recreate historical events and environments providing students with a deeper understanding of historical context and significance. VR art studios enable students to manipulate digital artworks in a 3D space fostering creativity and innovation.

Despite the promising potential there are challenges to the widespread adoption of VR and AR in education. One significant barrier is cost. High-quality VR and AR equipment can be expensive making it difficult for some institutions to invest in it. Also, there are technical limitations such as the need for powerful hardware and the potential for motion sickness among users. Ongoing research aims to address these problems making VR and AR more accessible and user-friendly. Another difficult challenge is the need for adequate teaching and integration. Educators must be adequately trained to use these technologies effectively and combine them into their curricula. Without proper training the potential benefits of VR and AR could be underutilized. Institutions should invest in professional development programs to equip educators with the skills needed to harness these technologies fully. Beyond direct classroom Uses VR and AR hold substantial promise for research outreach and professional Teaching.

In research these technologies enable unprecedented Imitations and visualizations aiding in problem-solving and hypothesis testing. For example, researchers in environmental science can use VR to simulate climate change impacts on ecosystems allowing for a more comprehensive analysis than traditional methods might provide. Outreach programs can also leverage VR and AR to generate engaging experiences that bring academic content to a broader audience. Universities could offer virtual tours and lectures to prospective students and the community showcasing their facilities and academic offerings in an immersive format. Professional development and continuing education can very importantly benefit from VR and AR.

Fields that require hands-on experiences such as healthcare and engineering can use these technologies to provide realistic practical Teaching scenarios. For instance, emergency response teams can train in VR environments that simulate natural disasters preparing them for real-world situations without the associated risks. This approach not only Improves skills but also Improves confidence and preparedness among professionals. The Use of VR and AR in higher education can very importantly increase accessibility by potentially reducing tuition costs and offering unparalleled learning.

By using VR students can embark on virtual geology field trips around the globe exploring diverse landscapes and geological formations without the financial burden and logistical challenges of traditional field trips. This can make education more affordable and inclusive as students save on travel and accommodation expenses. Also, VR and AR technologies enable students with physical disabilities to navigate and study in places as mountain ranges or deep-sea environments which would otherwise be inaccessible. This not only broadens their learning opportunities but also ensures that all students regardless of physical limitations have equal access to immersive and enriching educational Encounters.

Looking ahead the future of VR and AR in education is bright. Technological advancements will continue to Improve the quality and accessibility of these tools. Improved AR glasses and devices could make augmented Encounters more seamless and integrated into everyday learning. Policy and investment play decisive roles in scaling the use of VR and AR in higher education. Governments and educational institutions must recognize the potential of these technologies and allocate resources to support their adoption. Public-private partnerships can also drive innovation with tech companies collaborating with educational institutions to establish tailored solutions. We stand on the cusp of a new era in educational Tech. The integration of VR and AR in higher education offers a compelling vision for the future. These technologies promise to revolutionize the way we teach and learn, breaking down barriers and creating opportunities for deeper more meaningful engagement with educational content. By embracing VR and AR we can develop a more dynamic inclusive and effective educational landscape that prepares students for the challenges and opportunities of the modern world.

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