Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary. A key feature of VR is that it allows multi-sensory interactions and the space being visualized.  Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning. 

Virtual Reality or VR allows a user to interact with a computer generated three-dimensional model or virtual environment.This may be realistic or imaginary.Virtual reality is a technology that replaces sensory input derived from the real world with sensory input created by computer simulation.

Various Benefits Of Using Virtual Reality In Education

1. VR can stop classroom smartphone distraction :

According to the study, results of which were published in the Journal of Medical Education, students spent a fifth of their time in the classroom using their mobile devices for the activities not relevant to their school work.

The research findings showed that the students checked their smartphones 11.43 times on average during their lessons. If these smartphones were used for VR technology, the problem could potentially be solved. They would not be able to waste their time on smartphones because they would use their devices to engage with VR software. 

2.  Eliminates Language Barriers :

Language differences can be challenging in today’s multicultural societies. If students want to study in a foreign country, they need to achieve fluency in a foreign language to be able to understand the material if they are taught in that particular language. With virtual reality, language translation can be built into the software and there will be no language barrier that can prevent students from achieving their educational goals. 

3. Outstanding Visualizations :

Computer generated Reality recordings enable understudies to investigate various substances and have an elective learning background that is outlandish in the conventional study hall. Wearing a VR headset, understudies can encounter high caliber instructive representations that positively affect the entire learning process. VR can help understudies effectively comprehend complex ideas, speculations, and subjects. They can hold complex data at a lot higher rate.

An average person can remember only 20% of information that they hear and 30% of information if they see it. But if they get this information through personal experience, they remember up to 90% of it. VR technology creates an immersive experience that helps students learn effectively. 

4. Social Integration of Students :

Understudies accomplish better outcomes in a positive learning condition when they can interface with their friends. Computer generated Reality can improve social reconciliation of understudies with various adapting needs and styles. 

Understudies who ordinarily attempted to turn into a piece of a gathering were acknowledged by their friends since they had solid innovation abilities. These are the discoveries of Dr. Connor Galvin who assessed a computer-generated reality learning program that included 20 schools. This innovation can guarantee positive results for youngsters encountering issues at home, with learning challenges.


Schools are utilising the gadgets in an assortment of ways – from enabling medicinal understudies to encounter modern experimentation without costly hardware to letting confirmations prospects visit school offices essentially. 

Others are investigating how the gadgets can be utilized to make “virtual stacks” in the library or take visits to anyplace on the planet to think about anything from workmanship to paleo-history. Specialists state the innovation is being conveyed in engineering programs, in human expressions, and in social insurance fields. Nursing, word related and non-intrusive treatment and veterinary innovation understudies at Stanbridge College utilize augmented reality gadgets to improve preparing in life systems, torment the executives and contamination.

As schools explore different avenues regarding their utilization of VR, they additionally shift in the coordination of how they furnish understudies with these encounters. The Internet study demonstrates that 55 percent of establishments have a committed VR space, 51 percent have a portable or impromptu space, 38 percent let clients look at VR hardware and 26 percent utilize a versatile truck that can move from area to area.

Virtual reality may seem like emerging technology, but a recent Internet survey suggests that higher education institutions aren’t shying away from embracing a potentially transformative teaching tool.


When we refer to eLearning content, we mean the entire process of creating and designing it.  To create an e-learning content we must keep in mind the major factor the audience for whom the whole content is being prepared. The main focus of any content based on e-learning is to get the project done in an effective manner.

There are a few steps that all e-learning content development process must undergo.

1. Analysis

It is usually the first step when it comes to the eLearning development process.  At this stage, we should be able to realize the learning content, profiles of the audiences we are targeting and the objectives of learning.  Once we take up the course, pay attention to the kind of tasks that are meant to be accomplished. Based on that information, a proper strategy is created to be able to come up with an excellent way of presenting the content.

2. Creating the Design

The design is a high-quality plan of the whole instructional approach of the course. Some of the most common procedures at this stage include solving problems and scenarios. In this stage, it is also decided how the content is broken down – whether it will be into courses, screens or even modules.  In a situation where several courses are supposed to be created, each course has to be created using a unique design strategy. In this stage, we should be done with all the visual instructional elements. Our web designers should be well-informed before they begin the job.

3. Scripting

In this stage, the content to be used for each course is finalized and divided into modules. Then the content to be used on each screen is decided. The document used for scripting is usually a word document, but sometimes powerpoint presentations also work fine.

4. Prototype Development

In this stage, we are presenting the whole course using a few slides.  the content on screen and audio are finalized. All decisions that are based on the presentation of the content on the screen, interactivities to be applied, colors, images, and animations(if required) are all finalized. During this stage, there is a lot of writing, rewriting that is taking place. The prototype should be working on the eLearning content management system.

5. Developing The Course Without Audio

In this stage, a practical course without audio is prepared. Then the changes are made to the content and narration if any. It is very costly to create an audio file and then recreates it without any iteration. Therefore, the audio developed has to be in sync with the text and pictures.

6. Developing the Course With Audio

The moment the audio script is finalized. The quality of the audio and pronunciation are essential and have to be perfect. The audio developed has to be in sync with onscreen text and animations. Timely placement of visuals and audio is very important for eLearning.

7. Creating The Learning Management System Version

The first 6 stages above are mainly creative. The final stage which is the creation of the Learning Management system Version is more mechanical and technical. Once it is approved, it is ready to be hosted on the learning platform.

The main reason why all the stages mentioned above are followed by the eLearning companies is that of the stakeholders. Since the Stakeholders are involved in all stages, the development team to proceed to the next stage.  At the end of the whole process, learners get a course that helps them get quality and learn easily.

Irrespective of the nature of the eLearning content, we should always ask how this is going to benefit the audiences. This is extremely crucial from the point of advertising. The audiences are less interested in what your courses contain, but are more interested in knowing how it can help them to improve their performance or help them to get better jobs. Therefore we as an eLearning content creator have to keep it in mind that we need to design them that can directly communicate the utilitarian value to the potential customers. The most important aspect of eLearning development is defining the right learning objective.