How AR/VR is About to Change the Face of eLearning

So it might have been a flash in the pan, but you were either living under a rock or on the moon if you didn’t hear about 2016’s sweeping phenomenon known as Pokemon Go. Its popularity and pervasiveness has obviously diminished, but it had explosive adoption around July 2016.

The app used augmented reality (AR) to help users seek out, fight, and catch virtual Pokemon creatures in their nearby environments. It came out of nowhere and became a global phenomenon in the space of weeks, with millions of active users – of all ages, it should be noted – using the app on a regular basis.

So let’s bring that back to learning and development (L&D) and eLearning in general. Just as best-in-class companies seek out new technologies and modalities to use in order to get learners up to speed faster and more effectively, both AR and it’s cousin, virtual reality (VR) have entered the spectrum of tools employers are assessing.

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