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Use of XR technologies in education

Use of XR technologies in education


In just over two years we have seen how the ways of communicating have changed. The COVID 19 pandemic almost completely stopped the daily activities of a large part of the population. However, thanks to different technologies such as eLearning platforms, video conferencing tools, and VR and AR, we were able to adapt to the restrictions. These technologies managed to transform different areas such as work meetings and, above all, the educational model.



Diving in the ocean to learn about the different marine species; see how the different organs of the human body work; learn how an internal combustion engine works, or let Neil Armstrong himself tell what it was like to step on the Moon. These are just a few examples of what XR technologies can do in the field of education. But there are many other educational options that help students of all ages in their learning, turning it, without a doubt, into an experience for them.


  •         The potential of XR technologies in education is immense.
  •         Encourages student participation and interaction
  •         Allows students to engage in their learning process
  •         They help students acquire and consolidate knowledge more quickly.
  •        Reinforce content “playing”. For example, they can travel to Rome and see some of the oldest and most important ruins that evoke the power of the ancient Roman Empire, such as the Forum or the Colosseum.


It allows to visualize abstract concepts or didactic material that cannot be shown in a classroom, such as the internal structure and functioning of an atom or DNA sequencing.

These new technologies, without a doubt, have revolutionized the field of education and have become a very important pillar in the student's learning process.

According to research by Statista, education is one of the areas in which the use of XR technologies has been implemented the most, behind video games or movies.

On the other hand, the use of this type of technology in the classroom has brought important benefits for students with some type of disability or learning difficulty.

AR and VR combine the real and virtual worlds on the one hand, and human-machine interaction on the other. They have become a tool that, together with special education policies, are increasingly being used by more schools for the learning processes of students with disabilities.

Now, what can virtual and augmented reality do for students with some type of disability or learning difficulty? To give an example, thanks to VR, students with a hearing disability can improve their learning through visual stimuli. Another example of inclusion in the classroom is the use of these technologies to facilitate the learning of certain communication and social interaction skills suffered by children with autism or Asperger's syndrome.



We live in a society that is increasingly immersed in a process of digital transformation that, without a doubt, is changing many aspects of our lives. VR and AR have become technologies with great potential in this area as they provide many children with the opportunity to improve their learning.

In this sense, at ARSOFT we have developed a project, FORDYS-VAR, which allows children with dyslexia to improve their learning through Virtual Reality and Augmented Reality. How? Through a video game. In it, the children had to carry out a series of activities based on explanatory panels detailing the tasks they had to carry out. The theme of the video game was the planets of the solar system. A universe full of activities that, without a doubt, contributed to improving the effectiveness of learning and the training experience.

Technological changes in student learning have been implemented progressively over the years. Gone are the notes and electronic whiteboards to make way for XR technologies, unique tools for students to "connect" with the topics they are studying.

More and more educational centers have joined the use of this type of technology so that their students learn in interactive environments in a completely accessible way. And it is that, at present, in the market there are VR glasses of all prices.

In this context, the application of XR technologies in education not only improves student learning, it also saves time for instructors, who do not have to repeat topics over and over again; they can access the content at any time and manage to improve the empathy and emotional intelligence of the student.