In an exclusive conversation with CXO News and APAC News Network, Sudhir Kukreja, Co- Founder & CEO, Kidzonia International Pre Schools & Credence International Schools elaborates on the impact of Mixed Reality and gamification on student engagement and learning and warns about the associated challenges too.
How are AR and VR technologies changing the way students learn in Credence International School? What are your school’s future plans on gamification?
At Credence International School, AR (Augmented Reality) and VR (Virtual Reality) are transforming the learning experience by making abstract concepts more tangible and immersive. These technologies allow students to interact with 3D models, explore virtual worlds, and visualize complex topics in ways that were previously unimaginable. For instance, students can take virtual field trips to historical landmarks or interact with scientific simulations, fostering deeper engagement and understanding.
In terms of gamification, we plan to integrate game-based learning platforms that blend academic content with interactive challenges and rewards. This method promotes active learning, problem-solving, and collaboration while making the learning experience more enjoyable. By combining AR, VR, and gamification, our goal is to create a dynamic, engaging environment that motivates students to explore and learn beyond traditional boundaries.
What impact have you noticed of MR and gamification on student engagement and learning in Credence International School? Any success stories?
The integration of Mixed Reality (MR) and gamification has significantly boosted student engagement and retention. Students are more motivated to participate in lessons, especially when they can interact with content in new and exciting ways. One notable success story is in our science curriculum, where MR was used to help students explore the human body through 3D holograms. This not only sparked curiosity but also led to higher test scores as students found the learning process more enjoyable and relatable.
Similarly, gamification has fostered a healthy sense of competition and collaboration among students. By introducing points, badges, and leaderboards for academic achievements, we’ve seen a noticeable improvement in participation and learning outcomes, particularly in subjects like math and language arts.
What financial barriers do schools face when adopting AR and VR, and how can they navigate these challenges?
One of the main financial barriers is the initial investment in AR and VR hardware, such as headsets, software, and infrastructure. For many schools, the cost of acquiring and maintaining this technology can be prohibitive. However, schools can navigate these challenges by starting small—perhaps investing in a limited number of devices or utilizing low-cost AR solutions, such as smartphone-based apps.
Partnering with educational technology providers or seeking grants for tech integration can also be helpful. Additionally, schools can explore collaborations with edtech companies for trial programs or shared resources, reducing the financial burden while still providing students with access to these advanced tools.
Beyond costs, what other technological hurdles do schools face with AR and VR, and how can they overcome them?
Aside from financial challenges, schools may face technological hurdles like bandwidth limitations, outdated infrastructure, or lack of technical expertise. Ensuring that the school’s Wi-Fi network can handle the data requirements of AR and VR is crucial, as these technologies require strong and stable internet connections.
To overcome these issues, schools should prioritize infrastructure upgrades and provide ongoing technical training for teachers. Partnering with technology consultants or edtech companies can ensure smoother integration and support. Additionally, it’s important to develop a phased approach to implementation, where the school can gradually introduce AR and VR while simultaneously addressing any technical gaps.
How do you see the future of AR and VR shaping the Indian education system?
The future of AR and VR in the Indian education system is promising. As technology becomes more accessible, these tools will revolutionize the way students learn, making education more interactive, inclusive, and experiential. AR and VR can help bridge the gap between theoretical learning and real-world application, especially in subjects like science, history, and geography.
In the long term, we expect to see AR and VR playing a key role in personalized learning. These technologies allow for adaptive learning experiences, catering to individual student needs and learning styles. As India continues to embrace digital transformation, AR and VR will help make education more engaging and equitable across different regions and demographics.
What advice would you give teachers eager to integrate AR, VR, or gamification into lessons?
For teachers looking to integrate AR, VR, or gamification, my advice would be to start small and explore free or affordable resources. Begin with simple AR apps or VR experiences that align with your lesson plans. There are many free tools available that can introduce students to these technologies without requiring a big investment.
It’s also important to focus on content relevance—use AR and VR to enhance learning rather than using them for the sake of novelty. Collaboration with colleagues and seeking training opportunities will also ensure that the integration is smooth and impactful. Finally, consider student feedback—by regularly assessing how these tools enhance their learning experience, teachers can refine and improve their approach.
Bhavya Bagga, APAC News Network
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