Meta Explores Classroom Potential with Quest Headset Despite Criticisms

Meta is delving into incorporating Quest headsets into educational environments, preparing to introduce tailored products for this purpose.

Meta is exploring the integration of Quest headsets into educational settings. The company is gearing up to unveil new products designed for this demographic, including a specialized hub for educational applications and the ability to manage multiple headsets simultaneously without needing individual updates.

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Meta's Quest into Classroom Integration

Despite facing criticism over its handling of younger users, Meta is exploring the possibility of integrating Quest headsets into classrooms. The company is preparing to unveil new products tailored to this demographic.

Meta revealed plans to introduce an education-centric product for Quest in the upcoming months. Although details about the product's name remain undisclosed, Nick Clegg, Meta's president of global affairs, emphasized its key features.

This includes a specialized hub for educational applications and the capability to manage multiple headsets simultaneously without needing individual updates. Meta has yet to outline clear business models for its hardware and services.

Meta sees this initiative as a long-term investment, even though they don't have solid plans yet. In an interview with Axios, Meta's Clegg said they might not make money from it for a while but are committed to making it successful in the long run.

While a move into education could bring a broader range of content to Quest users and encourage more developers to create for the platform, as critics have pointed out, it may not address the absence of a groundbreaking VR application.

However, this announcement comes amidst other concerning developments for Meta. Messaging service WhatsApp has faced criticism for lowering the minimum age for users to 13 in the U.K. and EU, down from the previous age of 16.

Moreover, this is in conjunction with Meta's initiative to confirm the age of Quest users and provide suitable experiences for teenagers and preteens.

The upcoming initiative will debut later this year and be accessible solely to educational institutions with students aged 13 and above.

Meta announced its intention to introduce the initiative initially in the 20 markets where it currently offers support for Quest for Business, Meta's subscription-based service tailored for workplaces, priced at $14.99 per month.

These markets encompass the United States, Canada, the United Kingdom, various other English-speaking regions, Japan, and a significant portion of Western Europe.

Exploring the Competitive Landscape

Several companies are already active in the VR education sector, including Immersion VR, ClassVR, and ArborVR. Additionally, Microsoft has been promoting its HoloLens as an educational resource for some time.

The extent of VR adoption in schools remains uncertain. ClassVR asserts that its products are utilized in 40,000 classrooms globally.

Despite the potential benefits, there are significant obstacles hindering widespread adoption. Questions arise regarding the suitability of wearing a VR headset in a live educational setting, especially considering concerns about excessive screen time among young people.

Additionally, the cost implications pose a significant challenge, encompassing expenses for purchasing headsets, acquiring apps, and maintaining the necessary infrastructure.

While Meta has donated Quest headsets to 15 universities in the U.S., the extent of their long-term commitment to subsidizing growth remains uncertain.

Written by Inno Flores
Tech Times
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