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The Effectiveness of Virtual/Augmented Reality Compared to Immersive Environments: What the Research Says

Virtual Reality (VR) and Augmented Reality (AR) are exciting technologies that have gained significant traction in education and therapy. However, when considering inclusive learning experiences and fostering real-world skills, it is essential to recognize the limitations of these technologies compared to immersive multisensory environments.


A comprehensive safety guide on VR, published by Digital Parenting, raises important concerns about the suitability of VR for younger children. According to the guide, VR headsets are generally not recommended for children under the age of 12-13 due to risks like eye strain, neck strain, and motion sickness. These issues stem from the fact that VR devices are not designed for younger users, leading to potential discomfort or physical strain during use. Additionally, the long-term effects of prolonged VR exposure on children remain largely under-researched, which is why many manufacturers recommend age limits for VR devices.


Social isolation is another significant concern. While VR immerses users in a virtual world, it can physically separate them from their peers and surroundings, limiting opportunities for social interaction. This can be particularly problematic in educational settings, where collaborative learning and social engagement play a crucial role in the development of social skills. On the other hand, immersive multisensory environments allow students to physically interact with one another, fostering cooperation and shared learning experiences.


From a privacy and safety perspective, VR headsets often require an internet connection, potentially exposing children to stranger danger and privacy risks, as VR games and experiences often include chat functions and interaction with other users. As with any digital technology, parental controls and careful monitoring are essential to ensure a safe experience, but these features are not always comprehensive across all devices.


Immersive multisensory environments, such as those developed by SENSEi, provide a more inclusive and accessible alternative. These environments engage students with multisensory stimuli—lights, sounds, and tactile feedback—without the need for bulky or uncomfortable headsets. Research has shown that such multisensory experiences enhance cognitive engagement and provide a more natural and holistic learning environment. Furthermore, these environments do not isolate the child but instead encourage movement, interaction, and collaboration with their peers, aligning with the idea that technology should serve as a tool to develop skills in the real world, rather than becoming the focus itself.



Lastly, physical safety is another concern with VR, as children may trip or injure themselves while moving in a virtual environment. Immersive environments mitigate this risk by creating real-world spaces where movement is both safe and structured. In addition, there’s no risk of motion sickness or the disorienting effects of simulated movement that many users experience with VR.


In conclusion, while VR and AR offer unique opportunities in education and therapy, immersive multisensory environments present a more accessible and socially inclusive option for many students. They provide real-world interactions, which are crucial for developing social, cognitive, and motor skills, without the physical or privacy concerns that often accompany VR. Platforms like SENSEi aim to foster environments that prepare students for the real world, offering a balanced blend of technology and human interaction.

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