• Marketing Team

VR & AR: Future for Learning Industry

Updated: Jun 10, 2019


Virtual reality: A next level experience

When we talk about Future of Learning, we will not miss out the recent trend of Virtual Reality (VR) and Augmented Reality. They are significantly changing the shape of digital learning, as the audience (Learners) are showing a keen interest in these novel technologies. Likewise, content creators are investing immensely in using them for their digital learning efforts. An experienced Digital Learning Company of nowadays will make use of these technologies to engage and provide the next level of experiential learning to the learners.

The prospect of VR and AR is very bright with analysts projecting high revenues in 2020 for these technologies. Content development is shifting its gears in a quest to enhance Learner engagement because the traditional learning strategies have already done their work; now the hunger for what is new is motivating them to practice this technology to enhance the Learner interactivities and experiential learning. 

Although closely related, VR and AR are clearly distinct from each other with VR referring to the purely digital world and AR referring the combination of the real and digital world. In terms of visualization, users can preview the products, Processes, Technology, and Services in real time or 3D to get a feel as they can get in a real scenario. This will surely enhance Learner engagement and help with their knowledge retention.

In Other words, VR provides an immersive experience in the sense individuals feel they are part of a 3D world and become engrossed in that virtual world. VR headgear major players like Samsung, Hololens, Daydream, Google Cardboard, Occulus they offer visual and auditory immersion provides the VR experience. In learning, this 3D experience enhances the learning environment.

In a Traditional Learning environment, learners look at the content, images, at the most videos or Interactive whiteboard but with VR, they can actually experience the content in real situations or scenarios in the classroom or at their desks. They become so enthralled in the learning with these tools. It enhances learner’s interaction with the learning material and fulfills the objective of an L&D department to motivate the learner for completing the courses because of its highly engaging factor.

VR is a major invention for the companies and learners, who actually deals in those dangerous or high-risk environments, work with radioactive/ hazardous materials or perform other complex activities. With so much latent, the possibilities of training employees using VR is exciting. The healthcare industry is using this technology to help doctors experience complicated medical procedures like performing surgeries, operations and more. Whereas In compliance training, VR is useful especially in safety training, where learners can experience the consequences of unsafe practices, violation of safety norms, and also learn how to follow safety procedures exactly. The VR experience can have a better impact on information retention.


Augmented Reality


Augmented Reality or AR is alike to virtual reality in the sense it provides learners a simulated environment. However, in AR, the context or situation the learner is in, is always considered into account, and relevant information gets overlaid on the learning context. The superimposed information has an impact on the visual and aural fields of the learner, which enhances his sensory experience.

Time has come to explore AR to supplement learning, possibly make it an essential part of a blended learning program. The facility to bridge the physical and virtual worlds can make a huge transformation in how we view performance support. Over the last few years, we have experimented quite often with augmented reality (AR) technology, either in the form of AR apps for mobile phones or leveraging AR browsers, etc

Learner engagement is the weakest association in any L&D program. If your learners are not using the learning products provided to them, then your eLearning program is dead on arrival.

The interesting thing about VR/AR is that (unless they’re particularly poorly executed, and that takes effort), it makes for great learning experiences. It’s basically like an entertaining game, which many of us like, deceptively, but in preparation for a job and in the name of continual advancement and improvement. People love learning through VR/AR, as displayed by Pokemon Go, and they actually find it fun.

Give a thought! How would you rather learn about your job requirements: through a boring, classroom-presented PowerPoint presentation, or through a simulation, on a device, that actually immersed you in the real situations you would have to deal with on the job, every day?

We have just started this journey when it comes to the role of VR/AR in eLearning. Will you be an early adopter or a laggard?


Let us know If we can connect over a web call. and discuss synergies.



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