In the midst of the fall term during the COVID-19 pandemic, some U.S. universities are continuing the shift to remote learning while other colleges are only allowing 40-60 percent of students on campus. Regardless, it is a certainty that many of the nation’s 19.7 million college and university students will be learning remotely for the remainder of this year—and virtual reality will play an important role.

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With the seismic shift to remote learning, educators are turning to virtual reality technology as one way to help engage students and support learning.

Virtual reality is defined as the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment such as a headset.

While the technology is typically associated with gaming, it is becoming more and more widely used in the education sector. According to ABI Research, spending on virtual reality in education will reach $640 billion by 2023. The research firm noted that educational leaders are investing heavily in augmented reality (AR) and VR technology because it shifts “the learning process from passive to active, allowing students to interact with content and practice their knowledge in real-time conditions. Learning by experience leads to better understanding, enhances knowledge recall, and strengthens retention. Immersive and interactive experiences stimulate students’ motivation and increase their engagement level, which are fundamental factors for achieving learning goals.”

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About the Author:

Ennin Huang is the VP of Design at Pico Interactive. He leads all ID design and UI/UX for all products at Pico globally. Prior to joining Pico Interactive, he was the Sony PlayStation ID design lead for North America. Ennin graduated from Northwest University and has secured a number of design patents.