A new survey conducted by Samsung and GfK shows that 83 percent of K-12 teachers in the U.S. are eager to explore the possibilities of virtual reality (VR) lessons in the classroom. While 72 percent are interested in simulating experiences that are directly relevant to the course material, 69 percent want to use this emerging technology to take virtual field trips to faraway lands.

More teachers are of the opinion that this will help improve students' comprehension of different concepts and motivate them to self-learn and collaborate with peers better.

Google recently announced that one of its VR applications, Google Expeditions, the beta version of which is already used by 1 million students in 11 countries, will be available more widely soon. The app is aimed at making more than 200 "virtual field trips" available, which will lead to a powerful level of engagement for K-12 students.

Though VR and the similar augmented reality (AR) are still considered too expensive to be a part of the regular curriculum, more school districts and teachers are beginning to see their value for the new generation of students. For children who are hooked to gadgets even before they can walk properly, a more interactive teaching method may better disseminate information.

A VR platform like Google Expedition can allow students sitting in an American suburb to visit a place on the other side of the globe and learn everything about it, just as they would as a visitor.

Though VR, per se, is not a new concept, it previously did not have the quality that the technology possesses today.

Google Apps for Education is focused at using technology to bring to life concepts and lessons they are taught in class. Another Google VR platform, Cardboard, allows teachers and students to go to new places and learn without stepping out of the class. All they need is a smartphone, a simple piece of cardboard and stereoscopic lenses. The 360-degree, augmented Google Street View will do the rest.

It’s not just for the geography lessons, however.

VR and AR can now place students inside a magnetic field or an atom, in any building they want to tour, and even the human body. It will pave the way for new and enhanced student engagement, leading to positive impacts on student performance.

A number of tech giants and venture capitalists are beginning to see the potential in VR.

In 2014, Facebook paid $2 billion for Oculus VR, while Florida-based Magic Leap is said to have received $793 million in a venture funding this year. Magic Leap is working on a wearable device that will enable an immersive virtual reality experience. This could help students to easily interact with simulated objects in the virtual space.

Experts opine that even if high-end VR systems turn out to be too expensive, there are upcoming augmented reality apps to bring two-dimensional materials to life in a classroom. A student or teacher can simply scan an image with a smart device to bring it to life as a 3-D figure.