One of the more interesting applications of technology I’ve come across recently addresses a challenge that more and more students are facing. Pixvana and Limbix have created an interactive VR therapy for adolescent depression and anxiety. Curious about this idea in general, I did a quick search on Google Scholar and discovered that there is a growing body of research about the use of VR in mental health interventions.

The idea behind this recent work is that by showing situations that could lead to depression in adolescents, the VR experience helps kids understand how their brain functions and how thoughts and…

This is only a snippet of a Education Article written by Kelly Walsh

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