VR vs Desktop based learning - which is best?

Explore the pros and cons associated with both desktop-based learning and VR in education, as well as their ability to meet instructors and trainee needs.

Key Takeaways:

  • Extended Reality can cater to kinesthetic learning styles, encouraging experiential learning and practical education. However, the associated set up costs of VR headsets currently make desktop based training the pillar of digital education.
  • Nonetheless the researched benefits to VR training alongside continual technological advancements enhances the affordability and accessibility of immersive technology. Integration of both of these digital technologies in education would foster a more holistic approach to learning.

Digital technology for the classroom

In the rapidly evolving landscape of education, technology continues to reshape the way we learn, encouraging imagination, exploration and innovation. Two frontrunners in this digital revolution are Virtual Reality (VR) and desktop-based learning. Both offer unique advantages and challenges, sparking superiority debates when implementing in education.

To better understand the benefits of adopting digital technologies, this post will examine their individual attributes in education.

Extended reality

Virtual Reality immerses learners into simulated and walkthrough environments, transporting them to places and scenarios otherwise inaccessible. From exploring the inner workings of the inaccessible, to transporting to locations or even through time, VR is limitless. Likewise Augmented and Mixed reality overlay digital, interactive elements in the real world. This allows students to visualise, engage with and discover the mechanics of virtual objects/equipment.

VR (Virtual reality) in education

 The immersive nature of extended reality facilitates experiential learning, enabling students to manipulate virtual elements and experience consequences firsthand. These trial and error approaches are unique to XR as rarely undertaken in the real-world with the limits of cost, time, accessibility and safety. They enhance learner confidence, by allowing them to
push boundaries and make mistakes without expensive consequences. One of the other most important strengths of VR in education is it’s capabilities to enhance engagement and retention, illustrated in multiple studies (Research in Learning Technology, 2018; Krokos, Plaisant & Varshney, 2019; Lin et al, 2024). Moreover, VR can cater to diverse learning styles, offering physical learning experiences in a judgement-free environment. This is ideal for those who require extra time and practice to refine their skills. Additionally, for students who struggle with abstract concepts, VR provides tangible representations that facilitate understanding.

Nonetheless, VR also comes with its set of drawbacks. Primary cost is a significant barrier, with the expense of headset packages often limiting initial widespread adoption. For those without XR experience, it can be difficult to initially familiarize themselves with VR controls and functionality. In addition, the software can cause users to experience motion sickness or discomfort during prolonged usage. Options such as Augmented reality and Mixed reality can overcome these challenges as real-world passthrough is enabled.

Desktop-based learning

On the other hand, desktop-based learning remains a pillar in digital education, offering accessibility and flexibility to learners worldwide. With a computer and internet connection, students can easily access plentiful educational resources. These may range from interactive simulations and e-learning tools to webinars and presentations. Desktop-based platforms provide a familiar interface, making it easy for users to navigate pages and engage with content.

As already states the affordability and accessibility of the platform itself is one of the key advantages of desktop-based learning. Unlike VR, which requires specialized hardware, desktop-based platforms can run on standard computers and laptops, making them more accessible to a broader audience. However, desktop-based learning lacks the immersive qualities of VR. It relies solely on visual representations of concepts and scenarios, for some affecting attention span and general enjoyment. Furthermore, desktop-based learning may struggle to accommodate kinesthetic learners who benefit from hands-on experiences, which in accordance has been evidenced to influence retainment. 

Desktop-Based education vs Virtual Reality in a learning context

PC vs VR in education - the verdict

 The Verdict: Understanding your audience

So, is there an ideal digital platform for learning? The answer lies in harnessing the strengths of both worlds and considering your audience.

While desktop-based platforms provide affordable and accessible resources, VR offers unparalleled immersion and can benefit practical teaching sessions immensely by providing both simulation and interaction. Although incorporating VR into educational settings may seem daunting, it has been shown to enhance traditional learning methods and can be particularly vital for students with learning styles that the average classroom struggles to accommodate. Furthermore, ongoing advancements in technology are driving down the primary cost of VR equipment. This makes it increasingly more cost-effective, especially long term, as illustrated previously with desktop platforms.

In conclusion, the debate between VR and desktop-based learning is not about choosing one over the other but recognizing the unique advantages each brings to the table. It also illustrates the importance of embracing tech innovation and it’s incorporation into the classroom.

So, whether you’re donning a VR headset or sitting at your desktop, keep in mind: the path to knowledge knows no bounds in the ever-evolving world of digital education.

For additional resources which outline the application of VR/MR/AR in education and learning, take a look at our News stories and research papers.

Resources:

1. Research in Learning Technology 2018, 26: 2140 – http://dx.doi.org/10.25304/rlt.v26.2140

2. Krokos, E., Plaisant, C. & Varshney, A. Virtual memory palaces: immersion aids recall. Virtual Reality 23, 1–15 (2019). https://doi.org/10.1007

3. Lin XP, Li BB, Yao ZN, Yang Z, Zhang M. The impact of virtual reality on student engagement in the classroom-a critical review of the literature. Front Psychol. 2024 Apr 10;15:1360574. doi: 10.3389/fpsyg.2024.1360574. PMID: 38659670; PMCID: PMC11040080.

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