top of page
  • Emily Kho

Advancements with Virtual Reality for eLearning

In today’s world, the terms artificial intelligence and virtual reality are constantly shuffling around us. We’ve already discussed some of the role of AI in improving learning outcomes, so now it’s time to talk about some of the advancements with virtual reality for eLearning.


We’ll take a deep dive into all things VR in this article, exploring how it is currently being used in education versus in the past, some of the platforms offering VR content, how it can help with accessibility, and what’s coming next in the future.



VR in Education Today

Not surprisingly, the educational experiences of the masses have an opportunity to be enhanced in completely new and unique ways through the advancements in virtual reality (VR). Beginning with the conceptualization of the curriculum, VR has implications that are far-reaching throughout the entire education life cycle.


More than ever, VR is being discussed regularly across countless industries, with education being a hot topic. Especially with the movement of eLearning in education becoming the final frontier, it’s no surprise that so much research and development is being focused on creating more engaging content.


Ultimately, content that engages learners will be absorbed and comprehended more thoroughly. eLearning has the advantage of in-person learning environments because it has the ability to be more accessible and personalized. VR in education will continue to move that dial in that direction as courses will be fully immersible for students.


Benefits of VR in Education

VR offers countless benefits to users, especially in the education space. Here are just a few of the upsides of integrating VR into your learning modules:

  • Boosts creativity

  • Increases interest in mundane topics

  • Game-based education

  • Comprehension comes quicker

  • Active experience

  • Eliminates external distractions

In education today, we see somewhat limited resources offering VR content. But, this is sure to change in the very near future. As eLearning continues gaining its momentous traction, VR will be the tool to take courses to the next level of comprehension.


Platforms Currently Offering VR Content

There are several eLearning platforms out there to date, but only a limited few are currently offering VR content. A couple that we are familiar with at ryco.io includes Articulate 360 and Adobe Captivate.


Articulate 360

One of the best eLearning tools for education is one we are quite familiar with here at ryco.io. To build some of the interactives within our courses, we use an authoring tool called Articulate 360. While you may not be familiar with the company name, Articulate is responsible for building online training apps for all 100 Fortune 100 companies.


The Articulate 360 portfolio includes various programs:

  • Storyline 360

  • Rise 360

  • Studio 360

  • Replay 360

  • Peek 360

Currently, Articulate 360 allows you to use 360-degree images within its programs, but this feature is still quite limited at this time. We are looking forward to seeing what type of VR advancements they make in the future.


Captivate by Adobe

With the help of the intelligent eLearning authoring tool known as Adobe Captivate, we are able to quickly create all kinds of eLearning content that is fully responsive, without any programming. This incredible eLearning tool allows you to accelerate eLearning by creating stunning courses in a matter of minutes.


While Captivate is one of many game-changing tools for eLearning, it’s important to recognize some of its countless benefits, which include a variety of VR features:

  • VR and interactive video enhancements

  • VR walkthrough that is fully navigable

  • Live previews on VR devices

VR and Accessibility

Accessibility in eLearning is a critical element, which is why the importance of the Web Content Accessibility Guidelines (WCAG) has played such a pivotal role in the development of online courses.


Naturally, when we introduce new technologies into eLearning with it come concerns regarding accessibility and the primary concerns that arise with VR and accessibility are regarding learners with hearing or visual impairments. Thankfully, VR already has tools to help meet accessibility requirements for all learners. Programs like Lectora have helped eLearning courses make strides in terms of accessibility.


By allowing individuals access to places they could not or would not access on their own previously, VR has opened the door for eLearning even further.


The Future of VR

Even though the original VR technology has been around since 1968, only recently has it been introduced to the eLearning space. Thankfully, VR has begun to and will continue to open doors for online courses unlike ever before.


There are a series of VR expansions that help users to interact with enhanced representative information in multiple consumption formation, using technology such as:

  • Audio changes in volume coupled with switching from one ear to another

  • Gloves provide a rudimentary feeling of touch

Because it is believed that VR has the ability to increase learners’ retention of the content presented, there is currently an unprecedented amount of research and studies going on to fully integrate VR into the educational setting.


While we can’t necessarily precisely predict what the future of VR looks like in education, we can most certainly assure that it will continue to have an ever-growing presence.


ryco.io and VR

As previously mentioned, ryco.io integrates the use of VR currently through platforms that include Captivate and Articulate.


It is a primary focus of ours here at ryco.io, to develop eLearning courses and applications for businesses and schools worldwide that are accessible and engaging to all learners. Focusing on social and emotional development among students of all learning needs, we seamlessly integrate data and learning analytics into each module we create.


Final Thoughts

Now that you have a better idea of how VR is currently being used in education, some of the platforms offering VR content, how it can help with accessibility, and what’s coming next in the future, you can see that it has opened uncharted territory for eLearning.


As always, the creation of eLearning is just the tip of the iceberg. Everything that lies below the surface deals with ensuring that all learners can genuinely enjoy and comprehend that material. With the introduction and expansion of VR in the eLearning space, we are eager to see what new doors this will open for ryco.io and the industry as a whole.


bottom of page