
Virtual Reality Check w/ Juan Londoño
Evan and ITIF's Juan Londoño discuss the efficacy of virtual reality in the classroom and whether government policies can supercharge its usage.
The Dynamist · Juan Londoño, Evan Swarztrauber
Audio is streamed directly from the publisher (dts.podtrac.com) as published in their RSS feed. Play Podcasts does not host this file. Rights-holders can request removal through the copyright & takedown page.
Show Notes
It’s been seven years since Pokemon Go introduced augmented reality to the masses and caused a global craze. Since then, consumers have used a slew of applications that alter their reality—from more mundane uses like TikTok filters adding cat ears to someone’s head to more immersive experiences like Meta’s Oculus headset video games. Beyond shopping and gaming, augmented, virtual, and mixed reality software could become an invaluable tool for education. While research shows promise, classrooms have been slow to adopt immersive tech, just as they were slow to adopt PCs in the 80s and 90s.
Could a research and development strategy that includes government investment help integrate this tech into the classroom? Evan is joined by Juan Londoño, policy analyst at the Information Technology and Innovation Foundation (ITIF), where he focuses on augmented and virtual reality. You can read his paper on immersive learning here.