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Three tips for getting started in AR and VR

Katherine Steward on 16 April 2021

Education delivery has the potential to be transformed by adopting augmented reality (AR) and virtual reality (VR) in learning.

The prospect of investigating and investing in AR/VR might seem daunting and, given the startling predictions for these technologies, the idea of starting small might seem unrealistic. However, it is possible to enter the AR/VR world with a careful and phased approach. Here are three tips:

1. Start small.

Consider how you might introduce an AR/VR element into one course. Taking this approach lets you explore how the technology might work. It will enable considerable learning as you go and before you have to make a significant investment. You might discover colleagues who have an aptitude and interest in AR/VR, and others who don’t see a place for it in their courses. The project that seemed most suitable for VR treatment might prove unsuitable and will certainly provide lessons for further roll-out.

2. Use a staged approach.

This will not only allow your team to learn as you go, but will provide more confidence for scoping a larger project.

3. Work with what you have.

Don’t approach AR/VR thinking you need to use it for everything. If your traditional video is working fine for a unit, there’s no need to replace it. This keeps the cost down and recognises that while AR/VR can play an important role in visualising a real environment, it remains an aid to learning.


Katherine Steward is Manager, Content Development at eWorks and is responsible for bespoke content development. She has worked for major resource providers, Registered Training Organisations and educational publishers, managing teams that develop learning resources for online delivery, and successfully delivering projects in a range of curricula and sectors.