What you should know about the application of AR and VR for e-learning

Augmented reality (AR) and virtual reality (VR) are gradually becoming household names in elearning, with more organizations and industries adopting them. 


Applications of AR and VR have been well established in sectors and industries like entertainment. The increasing application of these technologies in elearning is due to the diverse benefits that they offer.

Infact, recent reports indicate that the VR and AR technologies will be worth $170 billion by 2022. This is even though their applications in elearning are just at the basic level.

This article critically considers the current applications of AR/VR in elearning as well as the possible challenges in the application of these technologies. 


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1) Difference between AR and VR

VR and AR are immersive technologies with similar applications but still have core differences. 

VR is a technology for creating simulations of the real world. With this technology, users are immersed in a replicated world and shut out of the real world. 

AR works to add elements, overlays, or imagery to a live view. This is as seen in the game, Pokemon GO, and with Snapchat lenses. 

With VR, the user does not interact with the real world in any sense. With AR, the user interacts with the real world that has been modified with different elements. 

Having established the differences between AR and VR, different ways in which both technologies are applied to elearning includes the following:


 Online training simulations:

Online training simulations are achieved with VR and AR to improve e-learning environments and outcomes. High-risk training can be carried out in simulated environments, and maximum concentration can be achieved during training.

Learners get to step away from the real world and be immersed in a virtual world where they acquire the required skills. 

Improved learning analytics:

The immersive technologies enable organizations and educators to collect data in a way that wouldn't be possible with any other technology.

With AR and VR, educators can gauge learners' interest and whether the learner is engaged through measures such as tracking the learner's eye contact. 

Customized learning:

Customized e-learning is possible through the application of immersive technologies. Learning paths can be specially created according to the learner's needs. 

Immersive gamification can be particularly applied in achieving customized learning. Both technologies take online gamification a notch higher as learners are able to physically interact with the badges and points they earn.

The application of AR and VR in e-learning enhances learning experiences. Thus, both technologies can be applied to significantly improve the ROI on training activities. 


2) Downsides

Even with these numerous benefits, the application of AR and VR in elearning could be associated with different downsides. Here are some of the downsides. 

  • Huge costs

Applying AR and VR in e-learning comes with huge costs. The basic tools needed for the incorporation of AR and VR into digital training come at significant costs. These tools are VR headsets and AR glasses. There are also the costs of designing and developing the course as well as the personal computers that will be required. 

  • Learning space requirements

The learning space constraint of applying VR and AR in e-learning is notable. This is especially true when it involves training a large audience. 

It is also notable that the incorporation of AR and VR in e-learning comes with limited mobility, as headsets are typically attached to laptops or desktop computers.

  • Privacy and security issues

Security and privacy issues are commonly associated with the application of VR and AR, as has been confirmed by developers. Interoperability issues are also a common experience with the application of AR or VR in e-learning

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Conclusion

Even with the associated issues, VR and AR have huge potentials in elearning. They are currently applied by organizations with applicable training requirements. As time goes on, there are hopes that these drawbacks associated with these technologies are fixed as more organizations adopt its use. 


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