Tech
Meta for Education Now Available to Schools, Colleges and Universities, Bringing Mixed Reality and VR Learning to Classrooms
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Meta for Education is now available in beta and provides educational institutions, schools, and universities with an “end-to-end solution” for implementing mixed reality and virtual reality through Quest headsets. Additionally, the program is now available to everyone, allowing more educators to use the system. In November, more than a dozen schools and universities in the US and the UK participated in the program’s beta run. Currently, it is widely available to any institution, college, or school that is interested.
The mass device management software stack known as Meta Horizon managed solutions (previously Quest for Business) serves as the foundation for Meta for Education. According to the company, this software allows educators to “manage multiple Quest devices at once, without the need for each device in a classroom or training environment to be updated and prepared individually” and “access a range of education-specific apps and features.”
What is Meta for Education?
A Meta Quest headset and a subscription to Meta Horizon managed education solutions are now available from Meta for Education, which was built on the prosperous basis of enterprise solutions for work. The purpose of this bundle is to provide students with an immersive educational experience while maintaining control over teachers.
Meta for Education offers access to a variety of subjects, such as science, history, and language arts, and serves as a platform for innovative and captivating third-party content that seeks to improve learning effectiveness and enjoyment. According to Meta, it is a major advancement in the use of immersive technology in the classroom and has the potential to completely change how Meta teaches and learns.
According to Meta, “Mixed and virtual reality education has the potential to transform the way we learn and teach. Thanks to their immersive nature, virtual and mixed reality can give students hands-on, interactive experiences that wouldn’t be possible otherwise. Whether exploring the molecular structure of a chemical compound or getting a front-row seat to epoch-defining historical events, headsets like Meta Quest 3 and 3S open up exciting new possibilities for a truly memorable lesson plan.”
VR education has a lot of potential since it offers more experiential learning opportunities to illustrate and contextualize important concepts.
“Across 83 Inspired Education Group schools already using immersive technology in the classroom, 90% of students reported increased engagement and interest in their lessons, along with a 25% boost in confidence in their knowledge,” writes the initiative’s mostly favorable comments to date. “Additionally, 85% of teachers found virtual and mixed reality to be valuable tools to enhance their teaching. Students also experienced a 15% improvement in their academic performance on multiple-choice assessments.”
Pricing for the Quest 3 and Quest 3S under Meta for Education is $630 and $400, respectively, for the 128GB and 256GB models. The Meta Horizon managed services, which are the main backend for mass device management, are included at these fees for two years. After that, each headset for Shared Mode costs $24 per month.
However, Meta for Education allows users to unlock “lifetime” access for $100 per headset, which is different from what businesses may do. As a result, companies could purchase Quest 3S headsets with “lifetime” access for $500 or Quest 3 headsets for $730.
“A range of subjects including science, history, and language arts” are among the topics covered in the curriculum, according to Meta.
According to Meta, 85% of teachers thought it was “a valuable tool to enhance their teaching,” 87% of students reported “feeling more engaged and interested” in their lessons, and students also reported a 15% improvement “in their academic performance on multiple-choice assessments” in the 43 schools that currently use VR and mixed reality.
Considering how immersive and dynamic the VR experience is, that makes sense. It will be interesting to observe how Meta attempts to modify its systems to better suit this use case.
Furthermore, as mentioned, the expansion is a step closer to Meta’s larger metaverse vision.
More exposure to the immersive and captivating character of VR will result from Meta’s ability to increase student engagement in the classroom. This will effectively serve as a massive marketing campaign for VR among young, receptive audiences. The next generation of linked experiences will eventually be made possible by the increased adoption and use of this in homes.
According to Meta, the initiative’s first beta program involved partnerships with more than a dozen colleges and universities in the US and the UK, including the University of Michigan, Imperial College London, Savannah College of Art & Design, and Morehouse College.
Additionally, as it grows, more students will be able to see its AI tools.
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