Appropriate Learning Contexts for AR and VR
Studies on the benefits of AR and VR for learning may be found for practically any topic. What matters to the learning experience is that the use of AR or VR is a complement to a lesson or training plan, and not just a novelty appended on.
Pizer and Rosso (2019) offer several scenarios in which a virtual experience might be a good fit:
- Orientation – Learners are doing something for the first time or are being introduced to a new concept or environment
- Impossible – Demonstrate an abstract concept or show a scenario that would otherwise be impossible or improbable
- Dangerous – Facilitate learner immersion into a scenario that would put them at risk in the real world while allowing them to see the real world consequences
- Costly – Reduce the cost associated with teaching basic concepts on the job, reduced travel cost, or eliminate cost of physical simulations
- Empathy – Place learners into personal scenarios where they must resolve human interactions and experience realistic responses (Pizer & Rosso, 2019)
Furthermore, Grodziak and Morgan (2019) offer three guiding questions when considering whether to include an AR or VR experience in instruction. Does the use of AR or VR:
- Serve the course goals/objectives?
- Solve an instructional challenge?
- Enhance the learning experience?