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Meta Wants to Bring Students as Young as 13 Into the Metaverse
Meta Platforms Inc. aims to introduce its virtual reality headset to classrooms to immerse students as young as 13 in educational experiences. As part of its push to pivot towards virtual and augmented reality, Meta plans to launch a new educational product, seeking to expand its user base, particularly among young people.
Quick Facts
- Meta aims to bring virtual reality headsets to classrooms, allowing students as young as 13 to access educational experiences.
- The company’s massive pivot to virtual and augmented reality includes a focus on the education sector, with hopes of boosting visibility and familiarity, especially among younger users.
- The product, expected to be available in the fall, may offer a subscription service similar to Quest for Business, allowing teachers to program and manage multiple student headsets.
Meta Platforms Inc., the parent company of Facebook and Instagram, plans to introduce its virtual reality headset to classrooms, allowing students as young as 13 to access educational experiences. The company’s efforts to pivot towards virtual and augmented reality have led to the development of a new educational product, with the aim of increasing its presence in the education sector, particularly among younger users. Meta’s strategic move to venture into education comes amid increasing scrutiny over the lack of protections for kids online, faced by the company and other social media platforms.
The technology, which has yet to be named, is set to offer a subscription service similar to Quest for Business, catering to the needs of teachers by enabling them to program and manage multiple student headsets. This initiative aligns with the broader shift towards virtual and augmented reality, signaling Meta’s intentions to establish a strong foothold in the education market. The company’s substantial investment in technology infrastructure for virtual reality and artificial intelligence tools underscores its commitment to this transformative endeavor.
Despite the potential benefits, the adoption of virtual reality in education is still a matter of ongoing research, as the technology continues to evolve at a rapid pace. While early studies have indicated its ability to enhance student motivation, concerns have also been raised about its potential to overwhelm students and hinder the learning process. Meta’s foray into education reflects a broader trend in which new technologies are being harnessed to reimagine traditional learning environments, with the ultimate goal of enhancing educational experiences for students.
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