3 Keys to Introducing Virtual Reality in E-Learning Courses

virtual1

Virtual reality (VR) has found its way into the educational space, and by all indications, it’s here to stay. Since VR glasses can be obtained for as low as $10 apiece, cost is becoming less of an issue, although the expensive headsets are still out of reach for many. Nonetheless, the actual applications beyond the “wow, cool” factor are still being explored.

Here are three guidelines toward introducing VR in e-learning courses, according to the website E-Learning Industry:

1. Choice of content should be developed in a virtual reality environment.
The first experiences of VR as applied to e-learning processes have revolved around the development of very specific skills and knowledge, according to E-Learning Industry, such as work safety and specific simulators in the field of vocational training. In the educational context, there are a number of examples of the application of VR to recreation and immersion in very concrete environments, such as natural settings, planets, animals, human anatomy, etc.

In the last two years, we can find examples of the proliferation of highly immersive learning experiences related to the development of skills: speaking in public, teamwork, conflict mediation, treatments and therapies with patients. In short, virtual reality offers a wide range of possibilities, whether one decides to pursue the development of a competition or a skill.

2. Correctly guiding the instructional design of the VR experience. The adoption of 360-degree video in VR applications — and in particular in the development of e-learning content — is leading toward more widespread VR use, as costs drop and the versatility and realism improve. Being able to capture any environment, moment or interaction with a simple 360-degree video camera, or even with a smartphone, facilitates the development of immersive experiences that are interesting and engaging for students.

E-Learning Industry says it is important to craft a detailed instructional design, with the maximum presence of audiovisual pieces, such as videos or animations, that replace text, since text reduces the immersive power and the interaction with virtual spaces. Sorry, bookworms.

3. Correctly choose the platform of distribution of VR content. According to the E-Learning Industry article, virtual reality glasses or headsets that connect to a computer are the more powerful option. However, a budget based on this type of project will inevitably run high, as this type of VR hardware is more expensive than the option of using VR glasses designed for use with a smartphone. The latter requires the development of mobile applications compatible with Android devices, iOS and/or Windows mobile. The economic impact for these types of projects will tend to cost less.

A choice of using VR in e-learning should be based on all these parameters, the article states. An educator should negotiate an optimal balance between high immersion, mobility and investment capacity.

For more information on VR and e-learning, visit the E-Learning Industry website, or read this article in THE Journal.

About the Author

Richard Chang is associate editor of THE Journal. He can be reached at [email protected].

Featured

  • a cloud, an AI chip, and a padlock interconnected by circuit-like lines

    CrowdStrike Report: Attackers Increasingly Targeting Cloud, AI Systems

    According to the 2025 Threat Hunting Report from CrowdStrike, adversaries are not just using AI to supercharge attacks — they are actively targeting the AI systems organizations deploy in production. Combined with a surge in cloud exploitation, this shift marks a significant change in the threat landscape for enterprises.

  • digital learning resources including a document, video tutorial, quiz checklist, pie chart, and AI cloud icon

    Quizizz Rebrands as Wayground, Announces New AI Features

    Learning platform Quizizz has become Wayground, in a rebranding meant to reflect "the platform's evolution from a quiz tool into a more versatile supplemental learning platform that's supported by AI," according to a news announcement.

  • Schoolchildren Work on Personal Computers

    Code.org Reinvents Hour of Code as Hour of AI

    Education nonprofit Code.org has partnered with CSforALL to launch the Hour of AI, a global initiative providing learning activities for AI education.

  • student holding a smartphone with thumbs-up and thumbs-down icons, surrounded by abstract digital media symbols and interface elements

    Teaching Media Literacy? Start by Teaching Decision-Making

    Decision-making is a skill that must be developed — not assumed. Students need opportunities to learn the tools and practices of effective decision-making so they can apply what they know in meaningful, real-world contexts.