One of the main concerns among companies and individuals working in the e-learning field is achieving greater personalization in the customer experience. In recent years, several tools have been implemented to meet this need, such as LMS (Learning Management Systems). However, with new technological developments aimed at creating virtual realities, this quest for greater personalization in the educational process has broadened its horizons.
In recent years, augmented reality and virtual reality have emerged on the e-learning scene as an alternative for companies or institutions to expand their tools and strategies for distance learning, implementing what is known as gamification, a learning methodology that uses the mechanics of virtual games in a training context. Specifically, virtual reality (VR) and augmented reality (AR) are technologies that, through virtual components, create new three-dimensional environments. In the case of VR, a completely artificial environment is created, generated by computers or devices in general, which isolates the individual from reality. In the case of AR, it seeks to add virtual elements through certain devices to enhance the user experience. As such, it does not isolate the individual from reality, but rather adds virtual components to it to enrich and expand the experience.
These types of technologies incorporate interactive elements that transform the learning process into a practical and engaging experience, thus generating meaningful learning based on the completion of activities that harness the human potential to learn through praxis.
In this sense, users of e-learning courses based on VR or AR technology have the advantage of learning through playful elements from the comfort of their homes. This evolution will allow students to face new challenging challenges, creating immersive and multisensory experiences that foster the development of more effective educational tools. This not only facilitates the development of new skills but also helps internalize the information to be taught in educational and business settings. The use of games has proven to be an excellent way to motivate students, generating greater engagement and incentives to achieve their goals within courses. By capturing students’ attention and interest, it has a significant impact on information retention, which is fundamental to teaching methodologies.
These advances in e-learning partly arise from a social context in which new generations require different methods for their academic development. Virtual reality, for example, offers young people the opportunity to participate in fully interactive scenarios, enriching their experience in the digital environment. This tool can be used in training across various disciplines, allowing students to simulate challenging situations in which they may face problems and apply possible solutions. This ranges from conversations with coworkers, where they can observe reactions to hypothetical situations, to practical training in various industries. Finally, it only remains to say that currently, this possibility of including the use of new technologies such as AR and VR in educational processes can be a great boost for e-learning, since it can provide this teaching method with tools that enable an increasingly specialized educational program, by including practical learning experiences that are aligned with the needs of various industries and areas of study.