The rapid development of Extended Reality (XR) technologies has not only revolutionised the entertainment industry, but also opens up exciting opportunities for digital education and e-learning — making them more interactive, engaging, and effective.
XR is a collective term that encompasses virtual, augmented, and mixed reality, allowing for a seamless transition between these technologies.Whether it's VR, AR, or MR — the expansion of reality presents numerous opportunities that should not be left untapped.
What does that look like in practice?
Augmented Reality (AR) expands the real environment with digital content and information. In e-learning, AR can be used to provide learners with interactive and contextual experiences. By scanning with a smartphone or wearing AR glasses, texts, images, or 3D models can be displayed in real space. The benefits are particularly evident in the areas of virtual excursions, where real objects are provided with labels or informational texts, for example. This enables completely new approaches, such as in technical training or language acquisition.
For example, during technical training or language acquisition, AR makes it easier for learners to apply their knowledge in the real world and develop practical skills.
While AR displays digital content in the real world, Mixed Reality (MR) combines the real world with virtual content, creating seamless integration and interaction between the two. In e-learning, MR can be used to integrate virtual objects or characters into the real environment. For example, learners can view and explore anatomical models while actually standing in front of them. MR also opens up opportunities for interactive learning scenarios in which learners can interact with virtual simulations or characters in real time. This promotes experiential learning and strengthens the understanding of complex concepts.
Virtual Reality (VR) akes place entirely in virtual space through the use of VR headsets. VR allows learners to immerse themselves in immersive virtual environments that resemble real situations or can even be entirely fictional. In e-learning, VR can be used, for example, to simulate virtual laboratories, historical sites, or complex machinery. Learners can gain practical experience, improve their skills, and better understand complex concepts in a safe environment. This is particularly useful when mistakes could lead to significant financial or physical damage. VR can also encourage collaboration in virtual classrooms or group projects by enabling exchange and cooperation across spatial distances.
A bonus: Extended Reality doesn't always have to be serious — it also paves the way for particularly engaging educational games.
What does that mean for the future?
Overall, VR, AR, and MR offer exciting opportunities for interactive and effective learning. However, there are still some challenges when implementing these technologies in e-learning. Hardware and software costs are often high, which limits widespread use. Creating content also requires specialised knowledge and can be time-consuming. However, the benefits could well outweigh this in the future: XR makes it possible to impart practical skills in realistic scenarios like no other medium. While various challenges still need to be overcome, it can still be assumed that the use of XR in e-learning will continue to grow in the coming years and fundamentally change the way we will learn.