Augmented reality can bring down the walls that constrain learning inside classrooms by opening a world of self exploration and discovery for the child, while virtual reality leads to higher levels of engagement,leading to enhanced learning experience, says Yuvraj Krishan Sharma, Co-founder & Director of Kompanions, a company which designs highly researched educational games for 2-7 years old, in an exclusive interview with Elets News Network (ENN).
What is the overview of your organisation?
Kompanions is an ‘ed-tech-sci organisation that aims to build a cognitively heal thier and an intellectually smarter planet by revisualising education. Kompanions is continuously working towards developing cutting-edge technology driven learning products and solutions. Our offerings are aimed at building knowledge and thinking skills in children to make them future ready.
What do you think of augmented reality?
Simply put, augmented reality is combining the real and simulated world by modifying a view of reality by a computer generated image, which is highly empowering,engaging and interactive experience for the user.
It can be of special relevance to the education space. Augmented reality can bring down the walls that constrain learning inside classrooms by opening a world of self exploration and discovery for the child – taking away the dullness from the age old method of learning from books.
How much scope do you see for augmented reality in the Indian education sector?
The traditional system of education prevails in most schools of India. Although its importance cannot be over emphasised, its static and unengaging nature can not be overlooked either. In this day and age of technological revolution, technology adoption through digital learning is a necessity for the Indian education system.
Can the concept of virtual reality transform the way education is imparted?
The current education system is a passive and non-interactive learning environment where many of the learners are disengaged. Learning through virtual reality leads to higher levels of engagement,leading to enhanced learning experience and consequently better learning outcomes. It is the most effective way to reach out to all types of learners, each having a unique pace of learning and understanding.
Will it make education accessible and affordable to masses?
Virtual reality is facilitated through VR glasses and an app. VR is a technology that is not just very cutting- edge but canalso be made extremely affordable and accessible for masses. Kompanions has developed a cardboard VR kit (on the lines on Google VR glasses) and an app, both of which are suitably priced for the masses.The idea is to impact as many learners through this powerful learning experience and reach out to every child.
How distinct is virtual reality from augmented reality?
VR is a completely immersive experience where the learner becomes a part of the learning environment. User almost becomes a protagonist and is transported to a uniquely realistic recreation of a setting or time period or location that may or may not exist.
Augmented reality is when one or few elements of the current environment are interactive. It is like a blend of virtual reality and real life. Images are created within applications that are not part of the real environment.
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