Virtual Reality as an Educational Tool in University Libraries

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Kanchan Rahul Jamnik, Neha Chandra, Mayuri Arun Gaikwad, Abhijit Jorvekar, Rishikesh Balkrishna Pansare, Stefi Diliprao Sonawane

Abstract

The use of virtual reality in teaching by university libraries has revolutionized the use of academic materials and learning methods. This essay, therefore, looks at various ways through which virtual reality technology improves the learning of college students. With its lifelike and dynamic features, VR learning offers a new way that goes beyond limits, standards, and difficulties that may arise while trying to understand complex topics. A university library was taken for only finding information a long time ago, but nowadays, it's taken as the birthplace of new ideas and technologies. Using VR, libraries can afford to give kids experiences in hands-on learning, which is challenging to get with a regular classroom experience. VR can reproduce things such as historical events, complicated scientific phenomena, and a complex engineering process in ways that give the student a natural feel about these ideas. These are the kinds of engaging events that help people understand and remember a lot more. This is a way to help connect what you know in theory with what you can do in real life. Virtual reality models in medicine, design, engineering, and other groups are safe means for students in the study to be more competent in what they do. This is because students feel more confident and self-sufficient through this hands-on method, so they will be better prepared to face the problems they will experience in the real world. Virtual reality can also assist students in collocated joint learning through virtual group projects, talks, and problem-solving activities. This piece of writing also addresses practical and organizational issues which are likely to arise while implementing VR in educational libraries. These will range from the outlay the school has to make for VR hardware and software, the need for technical assistance and maintenance, the training necessary for library staff and users, and so on. However, the fact that VR could create a more exciting and interactive learning place for students is why schools should invest in this.

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