Big Story: AR & VR will be game changer in E-learning

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“Alexa is pretty me!

Said the pretty young girl.

Father: Alexa! How tall is Mt. Everest?

Amazon Alexa: Mt. Everest’s height is 29,029 feet…8,848 meter

Young girl: How does it know so much, it’s so small!”

It is a small excerpt from the Amazon Echo Alexa introduction video, where the young girl wonders how come her buddy ‘Alexa’ knows so much. It’s a perfect example of technology in learning, isn’t it!

July’ 2016 gave us the buzzword ‘Pokemon Go.’ Pokemon Go is based on AR technology and real-time location-based mobile game app, which became popular in recent times. Whether a mobile game or in e-learning, technology is in the lead.

We shouldn’t confuse between learning and education. Learning is not just limited to the classroom education, it is a serious business. It requires understanding of trends, technology and markets.

Learning got upgraded to e-learning when it went on to electronic platforms such as website, software, mobile apps, e-books, and videos. As technology evolves e-learning is going to enhance its learning experience with the use of AR and VR.

Experts also believe that AR and VR are perhaps the most interesting involvement of technology in the e-learning application. But E-Learning is not evolving only around AR and VR, but a few more technological advancements. Before asking why AR and VR, let’s understand what AR and VR is.

What AR and VR are?

AR and VR are actually cousins in the technology world. Both have the similar technology base. But are different when it comes to implementation. Irrespective of the fact that both technologies use the same 3D technology and are supposed to give a simulacrum experience, yet, they are “same-same but different”. Let’s have a look!

Augmented Reality or AR

Augmented Reality or popularly known as AR is the advanced technology which superimposes a computer-generated image on the user’s view as a composite view with the help of a specialized glasses or projections. Readers can easily relate AR with “Google Glass”, it uses the technology effectively.

Virtual Reality or VR

It uses the Virtual Reality headsets or multiple projection environments to create realistic images, sounds, and other senses to give a simulacrum of user’s physical presence in the virtual world or imaginary environment.

Need AR and VR in E-Learning

The use of AR/VR in E-Learning has a complete list of reasons, let’s have a quick look on these.

Affordability

Affordability is the key when it comes about technology. Once the mobile phone was the expensive deal, but now we even have Smartphones. AR & VR is the affordable technology which used to be the fortune. Interactive nature makes it best suitable for learning.

Rapid Growth

“Fast to faster” is the growth graph we all want, learning and development (L&D) experienced the faster ever growth with the use of AR & VR E-Learning. Even the US alone spending a huge budget on it. According to the Goldman Sachs reports “VR/AR market has the potential of reach over $100bn annually by 2025.”

Cheap & Expensive, both

Once drone was a dream, now you can easily buy it online without burning a hole in your pocket. Another way around, Google Glass is still a luxury; the idea behind this statement is that this technology is affordable as well expensive at the same time.

Future

What the future is? Yes, AR and VR used to be in the research labs, but now AR/VR enabled devices are in your drawing room. You can play a game and watch movies with near-real experience, this will improve as we learn more. Let’s have a 360-degree view of future of AR and VR technology.

Mobile learning or mLearning- Especially in the corporate training or L & D introduction of BYOD will be the future

Gamification – Though, the corporate trainer has been reluctant to use Gamification in their process, but now they are gradually accepting it
Social learning – We understand that learning from a social group is really effective since inception, it works well in the corporate training
Interactive video learning – Video leaning is the most popular, but “bye-bye” to passive videos; interactive videos for E-Learning is the futuristic

About Us

Gateway TechnoLabs is a multinational Information Technology services company headquartered in India with an on-ground presence in 17 countries and 21 years of expertise in the disruptive industries. Our e-Learning games cater to a vast range of age groups. The games have been standardized as learning material in schools across the world, while several others implemented across IPTV networks, targeted towards learning through casual play.

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