What do AR, VR and Blended Reality mean for e-learning?

In recent years we have seen major changes in the field of technology. New technologies such as blockchain, virtual reality (VR), artificial intelligence (AI), augmented reality (AR) and mixed reality are increasingly used by larger organizations.

It is therefore necessary to examine and investigate whether this technology can also be used for e-learning. Especially in the area of AR and VR we are already seeing some developments.

To improve readability, we talk in the rest of this blog article about VR, but we also refer to AR and Mixed Reality.

For the students we see possibilities to interact in a virtual environment with different characters and items. For the student, the experience is so namely more realistic and therefore, compared to the more traditional online training, such as the use of video and / or content, also longer fascinated.

What examples and developments do we see in the market of e-learning and should companies prepare for its use?

Examples of how VR is already being used in e-learning

The use of VR on the e-learning market is nothing new. In North America in particular, we are already seeing some applications at large companies.

  • Google offers free VR headsets to schools.

  • NASA uses VR to train astronauts and prepare them for new missions.

  • US Army uses VR to train soldiers in a realistic environment.

  • Our partner Sping has made a training for Perfetti van Melle for the Risk Assessment department, where the trainee walks around virtually in a factory in Shanghai. By going through this training, a visitor to the factory is already familiar with the safety procedures prior to a visit.

How is it that these kinds of large companies use VR for the training?

What are the advantages of a VR training?


VR offers the possibility to give a realistic picture of the practice. By linking theory to this 'practical experience' the training becomes less abstract. VR training makes it possible to train dangerous exercises realistically.


Students are better able to recognize themselves in these trainings because it is less abstract. Personalized learning environments offer the ability to create content that best suits the learner.

More involvement

Students are more involved and therefore more motivated. Students are better focused during the training. They are not distracted by external factors such as social media etc.


VR training courses make it possible to save costs.

- In addition to knowledge skills, it is also possible to train the physical skills of the student. This particularly applies to dangerous simulation training.

But if there are so many advantages to VR, how come no critical mass has yet been created? Which factors slow down the implementation of VR in e-learning?

Disadvantages of VR in e-learning

Scalability and range

The use of VR limits scalability. For every student there must be a VR-1 headset available. This is, compared to e-learning, different because the scalability is a big advantage.


In order to be able to use VR for e-learning, it is necessary to make more budget available than with traditional e-learning training courses. At the moment only the early adopters use VR, because the hardware, which is needed, is very expensive. We are convinced that in the future the hardware will become more affordable and that more companies will use VR in e-learning.

Hardware criteria

When using VR, not only a relatively expensive headset is used. It also requires the use of other hardware, such as the use of a fast computer. The hardware criteria are therefore very high and the need for user-friendly hardware is great.


With the use of VR, not only the glasses are used. There are also other accessories used, which restrict the freedom of movement. The use of VR compared to traditional e-learning is limited. Course participants want the possibility to learn where and when they want. As the VR headsets become more ergonomic and compact, they will be used more often.

Another physical element, which can be an objection, is the possibility to get nauseous while following a VR training. This possibility can occur because there is a delay on the screen, which can make following a training nauseous.


Although modern technology such as VR is still fairly new, it already has a lot to offer in the field of e-learning. In the future it will certainly be used more and more often.

How can we help you?

Are you curious about developments in the field of new technology such as VR, AR or m-learning? Would you like to see if this technology can be included in your training or academy? With our expertise we can advise you. We do this by drawing up a quick scan. This includes a number of elements, such as:

  • Insight into the current training environment/LMS

  • Insight in the type of student (student persona)

  • Insight into the student's journey (student journey)

  • Insight into the objectives (KPIs)

  • Advice (content) integration VR/AR

  • Advice technical integration

About Maxcademy

Our company provides customized e-learning for organizations. We have a great deal of experience in transferring classroom training content to online and ensure that all the possibilities of e-learning are used optimally. We provide the student with an experience that is pleasant to follow, by avoiding long pieces of text and making extensive use of video and interactive content. In doing so, we make as little use as possible of unnecessary gimmicks that add little to the learning experience. Our goal is to build a training that is not only fun to follow, but also easy to maintain due to a modular structure.

Want to know more? Then contact us or take a look at our Inspiration page.

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