VR and AR radically change education and training in the workplace as they introduce fully immersive and interactive experiences that cannot be achieved by traditional ways. The technologies transcend beyond passive learning by putting the user in the midst of simulated environments or enhancing their real perception. This leads to a higher degree of participation and much better information recall in various subjects.
In education, VR takes students travelling to historical sites, into the inner workings of complex biological systems, or into the universe itself, bringing abstract educational concepts into three-dimensional reality. AR superimposes interactive 3D templates onto textbooks or laboratory equipment so that the user may explore it physically without being confined to it. Such practice with experience enhances knowledge and arouses curiosity.
Such training in workplaces has great drawbacks, especially in a case when the situation is at risk or it is expensive. VR uses realistic and risk-free simulations of surgery, flown protocols by pilots, or manipulation of equipment by technicians. AR can also provide live, situational help on top of gear, and slash the amount of errors made, as well as how quick to get up to speed in a complex job.
The two technologies are good in developing skills. Intricate tasks are performed in a controlled virtual environment and learners repetitively practice the tasks in the inputs, whereas they get immediate feedback, but there are no real-life consequences. This practice leads to speeding up proficiency and muscle memory and increased confidence prior to the operational implementation of skills.
Moreover, VR breaks the geographical boundaries and enables everyone worldwide to join special courses. The scalable, just-in-time support offered by AR comes in the workplace itself. This enables workers to get the right information at the right time in the right place and therefore increases their productivity and minimizes idle times.
Conclusion:
Experiential learning is highly engaged in VR and AR, and it produces secure, scalable, and immersive environments. They allow practice without risks, have a better understanding, and support the context. Such technologies have been proven to enhance learning, reduce the time spent to learn and increase the effectiveness of the workforce during education and in an attempt to train employees.