Adoption of AR/VR in eLearning

Timothy Joseph
Timothy Joseph | April 26, 2023

Adoption of AR/VR in eLearning

The increasing prevalence of online learning in modern education brings with it the need for more immersive, engaging, and interactive learning experiences. Unfortunately, traditional 2D online learning often fails to provide these experiences. Augmented Reality (AR) and Virtual Reality (VR) offer great potential to revolutionize eLearning, by providing learners with a more interactive and engaging way to learn.

Whether it’s for employees or junior and senior classes, AR/VR is pushing all types of education into the experiential realm. Also, simulation, 3D imagery and graphics, and advanced audio-video effects in studies for all age groups using augmented and virtual reality technologies are leading eLearning in a positive direction. With the help of this concept, students can learn by doing and experiencing extraordinary locations or environments without leaving their desks.

What is the Usage of AR and VR?

AR mainly refers to the overlaying of digital information in the real world. For example, the technology used in mobile games. On the other hand, VR is fully immersive and can be accessed through a headset that creates a computer-generated world that users can manipulate. However, MR (mixed reality) combines the real world with the digital one and allows users to interact with both worlds using their headsets. In addition, a new term umbrella is used for XR (extended reality), covering all immersive technologies, which include AR, VR, and MR collectively.

Let’s consider an example: With the help of virtual reality in eLearning, a student can explore the complete core of the earth using their headsets. He can experience the several layers of the earth that emerged with several metals and materials. Many more examples get you excited about the prospects of involvement of virtual and augmented reality in eLearning.

If we compare the market trends of AR and VR globally, it was $22.20 billion for the year 2020. As per estimates from market players, there is a high growth of 48.8% CGAR, and there will be an incremental growth of $161.1 billion by 2025.


Moreover, the intervention of 5G in virtual and augmented reality in eLearning would bring great value to industries and enterprises due to its ultra-low latency and high bandwidth feature.


Implementations of AR/VR in the eLearning Domain

The emergence of next generation technologies like AR/VR has greatly improved branding practices and marketing approaches. Retail businesses are increasingly utilizing these technologies in the marketing of their goods and services through strategic audience interaction. Several online learning platforms use these technologies to enhance e-learning offerings and provide immersive user experiences. The following are the benefits of AR/VR in eLearning:

  1. Adaptive Learning: AR/VR makes learning mesmerizing, adaptive, and experimental. It is being used for teaching purposes in all areas, whether the student is a school-going child, a sophomore, or an employee. If a student is stuck on any topic, a teacher or instructor guides him and could offer a 1-on-1 doubt session class.

  2. Generates enthusiasm in learning: Nowadays, students want to learn more, but due to our traditional way of teaching, sometimes they are not happy with the answers. With the incorporation of AR/VR in learning, students are taking more interest in deep learning and memory retention. Several types of badges, puzzles and points are provided for the completion of assignments and tasks, which help generate interest and students learn with fun.

  3. Solves learning difficulties: Each student has the ability of learning, expressing, and enhancing things. It is well said, “If you learn things, you might forget them, but when you understand things, it will go long.” Considering the same point, it is a boon for students having any type of learning difficulty. Here, they can have a good understanding after seeing and experiencing locations that we can’t experience in real life. With the help of a headset, one can feel and experience the complete solar system instead of imagination.

  4. Easy to understand: The majority of the students never look at complex topics. With the help of 3D images and graphics, it is very helpful in clarifying complex topics with ease for better understanding, and with this approach, they get to learn in-depth about the topic.

  5. Promotes Self-learning: Some students are habitually being taught by their parents. AR/VR provides a learning tool that promotes self-learning and with time, they groom themselves with this mode of education.


Best Approach to Testing AR and VR Techniques

As the technologies expand with time, QA engineers also groom themselves and enhance their skill set accordingly. This is happening in this area too. If we talk about the involvement of QA in verifying the augmented and virtual reality applications, then every QA member should focus on the below-mentioned points:

  1. Understanding the technology: The first step is to analyze whether the application is based on AR or VR or MR, or XR. We need to collect all the data to understand the app’s functionality.

  2. Tools Selection: Along with gathering the requirements or reviewing the documents, we should also focus on the tools because identification of the right set of devices or tools could support testing and should be added to the test plan as a part of the QA process.

    Presently, several types of tools are available in the market specifically to test AR/VR based applications, like VR headsets, digital cameras, accelerometers, GPS, Gyroscopes, and so on. Therefore, we should analyze the best one for this purpose. Moreover, we should think about the conditions under which the product will be used. As QA, we should create a strong test suite with the right test cases to verify the functionality because a small bug can disturb the user experience.

  3. Hardware and Immersive Testing: Whenever we perform testing on an AR/VR based application, it becomes mandatory to verify the related hardware which would be required for using it. Compatibility is one of the major aspects because it may happen that applications would not run on any particular version of any device. Another thing is the quality of 2D and 3D objects might get affected by any particular internet version.

    Immersive checking is also an integral part of the verification for AR/VR in eLearning which helps provide the best user experience. Successful simulation is checked by the engineers so that no one would face any challenge while experiencing the remarkable feeling. Taking an example, a complete class can experience the look and feel of any field trip or visit to any monumental place and learn the related things without going anywhere.

  4. Testing type selection: One of the important points is the selection of testing types. An application would need testing of several types. However, below are the few testing types that become mandatory for AR/VR.

For some AR/VR based applications, automation testing is also helpful.



AR/VR technologies are growing rapidly, and the testing approaches, tools, techniques, ideas, and innovations are also changing alongside. But performing AR/VR testing is not an easy task. Therefore, it is advised to take the help of a professional software company like QASource. Our testing team can help you with the challenges that may occur while using any AR/VR applications and verify the problems at an early stage. With great expertise in the software engineering field, QASource can create the right set of test cases and scenarios, determine the appropriate tools or devices, and can make a good testing plan to make a perfect application. If the technology goes to its threshold, our QA team is still ready for future changes and could resolve the situations using these and new upcoming approaches. To learn more about our services, contact us today!


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