Virtual reality (VR) technology allows teachers, trainers, and students to look at online training with a new point of view. The investment in this technology doubled in the year 2018 to $17.8 billion according to a recent report. Furthermore, 85 percent of hardware investment in U.S. universities will be on virtual reality and augmented reality by 2021. Other than universities, employees can benefit from virtual reality as they can walk into the workplace and apply what they have learned from their VR training program. Here are a few applications of VR in online training courses:
For Training Purposes
VR can train students with a very audio-visual and realistic approach. For example, students can learn a foreign language without being in a foreign country. The virtual environment in the simulation can train students to speak the language according to the situation. Students can interactively learn about history eliminating normal ways of learning. Moreover, medical students can practice performing surgery in a simulated environment using highly detailed graphics produced by the VR headsets before they start to operate on real humans. Risk reduces if the e-learning module involves any practical training, integrating elements of VR into training.
Virtual reality can replace old equipment. For example, a microscope has been used in university laboratories for centuries. However, modern virtual reality hardware is more enhanced and magnifies objects better than a traditional microscope. Recently, few biological students have been studying plankton, and they are exploring it in three dimensions. In the near future, classrooms will have VR headsets instead of projectors which show a two-dimensional view of any scenario.
Gamification makes learning more engaging and improves a student’s retention power. VR technology with educational games can improve the cognitive function in students. In this process, students have to solve problems and puzzles to acquire a reward. It is easier for students to understand complex issues with gamification.