VRLearn: Virtual Reality & Learning Report from Elliot Masie of The Masie Center.

In 2016, Virtual Reality (VR) surged forward. The concept that we could watch a video with deeper engagement, immersion, 360 perspectives, and even complete virtual environments became a working experiment. From the surge of interest in Pokémon Go to the Facebook investment in Oculus to the most recent arrival in my LAB of a set of Snapchat Spectacles, the world of VR lit up in 2016.

So, can we use any or all of this to enhance learning?

Download the report here.