- Vrealmatic
- Knowledge base
- Immersive technologies in education
Training and education with immersive technologies
Immersive technologies include virtual (VR), augmented (AR) and mixed reality (MR), collectively referred to as XR.
They have moved from tech demos into everyday corporate training and teaching. This guide sums up where research shows they really help and walks you from choosing a format to calculating the return.
Contents
00 · Introduction
Who this guide is for
- HR, OSH and corporate learningHow to roll out, run and measure VR training; safety, occupational health and GDPR.Implementation →
- Teachers and schoolsWhich apps and formats suit the classroom and what to watch out for with children.VR in schools →
- Students and researchersTheory of immersion, the CAMIL model, an overview of studies and citable sources.What research says →
- Business leadersWhen an investment in VR pays off, the break-even point versus classroom training and where the market is heading.Calculator →
- VR pays off most where real-world training is dangerous, expensive or rare and where many people are trained repeatedly.
- Research shows mostly small to medium benefits, but the highest-quality studies do not confirm a universal advantage of VR - instructional design matters more than the technology itself.
- What works best is a blend: theory outside the headset, short VR practice, a debrief with a trainer and verification on the job.
- For hardware, device management and content that is not locked to one vendor matter more than specs - the market and vendor terms change fast.
- Discomfort grows with time in the headset - on average it becomes noticeable after about 25 minutes. Plan shorter sessions and an alternative without a headset.
- AI that infers the emotions of employees or students (from voice or facial expressions) in a simulation has been prohibited in the EU since 2 February 2025 - even with consent (AI Act).
01 · Immersion
Immersive technologies
Immersion means being absorbed in something. In the context of reality, it is the perception of being physically present in a non-physical or modified world. Immersive virtual technologies are technologies that blur the line between real and virtual space. Their main representatives are virtual, augmented and mixed reality.
These technologies combine experience, fiction and simulation. To convey any kind of information, they use either a modified physical environment or an entirely virtual one, with the aim of bringing the user into a state in which they subconsciously accept that environment as real. Immersed in it, the user acts and reacts intuitively and gains a “real” experience. The stronger the sense of presence, the more natural the user’s behaviour and the more memorable the experience.
4 types of immersion
- sensory-motor
Tactical immersion
Tactical immersion is easiest to explain with a player in a fast-paced action game - a shooter, for example. Higher cognitive functions are suppressed; the player feels part of the game and visual stimuli turn straight into finger movements controlling the character.
To keep tactical immersion going, the user must only face challenges they can solve in a split second. The longer they need to think, the more it fades. That is why the interface has to be intuitive, natural and, above all, reliable.
- cognitive
Strategic immersion
Strategic immersion is best illustrated by a chess master focused on finding the best sequence of future moves that strengthens their position and leads to checkmate.
It is a cerebral kind of engagement tied to a mental challenge. Actions are preceded by observation, calculation and analytical reasoning that shape a strategy. It requires the simulation to behave logically and predictably; graphics play a minor role.
- emotional
Narrative immersion
Narrative immersion is immersion in a story, just like reading a book or watching a film. The user wants to know how the story ends; tactical and strategic elements play a minor role.
It starts and ends with the quality and suspense of the story. In education it is used, for example, in soft-skills scenarios where a conversation carries emotional weight.
- perceptual
Spatial immersion
Spatial immersion occurs when the user’s senses are convinced (sight, hearing, touch…) that the simulated world is real. They feel they are really “there” and that the world looks and feels “real”. This type of immersion is the domain of VR headsets.
In educational applications, immersion is the key to sparking interest. On its own, however, it does not guarantee learning - an overly absorbing environment can overwhelm the learner (see What research says).
The Cognitive Affective Model of Immersive Learning (CAMIL)
The CAMIL model (Makransky and Petersen, University of Copenhagen, 2021) describes how immersive VR affects learning. Immersion creates a sense of presence and agency, which act on learning outcomes through six affective and cognitive factors. Importantly, the model also accounts for the downside: cognitive load can reduce the benefit.
Affective and cognitive factors in immersive learning
- Interest
A high level of interactivity raises engagement and with it perceived agency and attention. Interest in solving the simulated situation can turn into personal interest - the urge to try more scenarios and learn more.
- Intrinsic motivation
An intrinsically motivated learner takes part for their own satisfaction rather than an external reward. Learning by doing makes the activity enjoyable and reinforces that motivation.
- Self-efficacy
In VR the learner actually solves the problem through their own interactions. Having “lived through” it, they gain more confidence in the topic, which leads them to use and deepen their knowledge.
- Embodiment
In VR the user is embodied in an avatar that mirrors their movements and actions with objects. According to research cited by CAMIL, engaging the motor system improves memory and conceptual understanding.
- Cognitive load
A highly immersive environment can overwhelm the learner - and an overwhelmed learner learns less. The amount and presentation of information must not distract from the task. This factor can also reduce the benefit of VR.
- Self-regulation
The ability to control one’s behaviour, stay focused and complete tasks despite distractions. Well-designed VR filters out distractions and keeps attention on the subject.
A related concept is telepresence - the subjective feeling of being present in a scene mediated by technology. Apart from display fidelity, human factors play a part: it is a subjective perception that technology only creates or filters.
- Immersion = how far technology absorbs the senses and shuts out the surroundings.
- A sense of presence and agency boosts interest and motivation.
- Too many stimuli increase cognitive load and can make learning worse.
- Scenario design matters as much as the technology.
02 · Formats
VR, AR, MR and other formats - how they differ
VR, AR, MR, XR… All of them are ways of displaying digital content; they differ in how much of the real world the user sees and how they work with the content. When choosing a solution, it is just as important to compare them with simpler formats.
Virtual reality
A fictional 3D world shown in a VR headset; the user cannot see their surroundings.
Augmented reality
Digital elements placed into the view of the real world using a phone, tablet or AR glasses.
Mixed reality
An umbrella term for blending the real and the virtual - everything between reality and full VR, including AR.
Extended reality
The collective term for VR, AR and MR.
Comparison of immersive learning formats
Not every training needs a headset. The table gives a rough comparison from the simplest formats to the most demanding; costs refer to content production and equipment.
| Format | Interactivity | Cost | Equipment | Best for |
|---|---|---|---|---|
| E-learning, video | ●●● | ●●● | PC, phone, tablet | theory, regulations, knowledge checks, large groups |
| 360° video | ●●● | ●●● | phone, tablet, VR headset | getting to know a workplace, field trips, empathy (another person’s point of view) |
| On-screen 3D simulation, serious game | ●●● | ●●● | PC, phone, tablet | procedures and decision-making without the need for space or headsets |
| Interactive VR | ●●● | ●●● | VR headset (ideally standalone) | risky and expensive procedures, motor skills, emergencies, role-play |
| AR on a phone or tablet | ●●● | ●●● | phone, tablet | enhancing printed materials, visualisation, instructions right at the machine |
| AR/MR glasses, assisted reality | ●●● | ●●● | MR headset, glasses (e.g. RealWear) | hands-free work on real equipment, remote assistance |
Interactive digital content
Computers, tablets and smartphones brought platforms with digital learning content. The interactive form makes subjects more engaging and easier to grasp. Besides app stores, there are cross-platform apps that run right in the browser without installation.
- Google PlayEducational apps for Android
- App StoreEducational apps for iOS
- Microsoft StoreEducational apps for Windows
- Web browserCross-platform, no installation
A more sophisticated platform is, for example, Corinth - a library of over 1,500 interactive 3D models linked to the primary and secondary school curriculum, with blank maps for testing, personal notes and embedding models into presentations.
- VR takes the user somewhere else entirely, AR adds to the real world; MR is the umbrella term for everything in between.
- The more interactive the format, the more expensive the content.
- Theory and regulations are best taught with cheaper formats; keep the headset for practice.
03 · Research
What research says about the benefits of VR
Marketing figures for VR training tend to be impressive. Research is more sober: VR can improve learning, but the benefit depends heavily on what is learned and how. The overview below helps separate what is proven from what is not.
Key studies and meta-analyses
| Study | What it examined | Result |
|---|---|---|
| Layadi et al. (2026) | Meta-analysis stratified by methodological quality: 26 meta-analyses, 180 studies, 18,792 participants (1993-2022) | A moderate effect overall (SMD = 0.55), but not significant in the most rigorous studies. A general conclusion that “VR teaches better” cannot be drawn yet. |
| Bödding, Schriek, Maier (2025) | Meta-analysis of 53 studies in vocational education and corporate training (VR, AR and MR) | Compared with control groups, better knowledge (d = 0.84), attitudes and motivation (0.65) and on-the-job behaviour (0.40); how long the effect lasts is less certain. |
| Scorgie et al. (2024) | Review of 52 studies of VR safety training (construction, fire, aviation, mining) and two meta-analyses | VR outperformed traditional training in both knowledge acquisition and retention. Only 36% of studies measured long-term retention, though. |
| Lin, Huang, Lai (2024) | Meta-analysis of 8 randomised trials in nursing education (688 students) | The biggest benefit for practical skills (0.68), smaller for knowledge (0.24) and self-confidence (0.29). |
| Kaplan et al. (2021) | Meta-analysis of transfer of training from VR, AR and MR to real performance | XR training is as effective as traditional training. Its value lies mainly where danger or cost rule out traditional training. |
| You, Choi, Yoo (2026) | Meta-analysis of 28 studies: headset exposure time and cybersickness | Symptoms grow with exposure; the average crosses the reference threshold after about 26 minutes. An indicative, not a hard, limit. |
| Saredakis et al. (2020) | Meta-analysis of VR sickness in headsets (55 studies, older generation of devices) | On average, 15.6% of participants dropped out of experiments because of sickness. |
| PwC (2020) | Corporate study: new managers, the same course in a classroom, as e-learning and in VR | In VR up to 4× faster than in the classroom, up to 275% more confident; cost parity with the classroom from 375 learners. Not a peer-reviewed study. |
| Makransky, Terkildsen, Mayer (2019) | Classic study: a science lab simulation in a headset vs. on a computer | More presence in VR, but less learning and higher cognitive load (measured by EEG). |
| Seymour et al. (2002) | Classic randomised study, 16 surgical residents: VR training to proficiency vs. no VR training | In the operating room, dissection was 29% faster; untrained residents were 5× more likely to injure the gallbladder or nearby tissue. |
When VR works and when it does not
Studies agree that VR helps most with practising procedures and spatial or motor skills, with situations that cannot be safely trained for real, and with motivation. For factual knowledge that can simply be read, the benefit is small or none - and an overloaded environment can even make learning worse.
Benefit is likely
- step-by-step procedures and handling tools
- dangerous, expensive or rare situations
- repeated practice with instant feedback
- spatial understanding (machines, anatomy, buildings)
- practising conversations and decisions under pressure
Benefit is doubtful
- reading texts and memorising facts
- long headset sessions without breaks
- flashy scenes without a clear learning goal
- VR without a debrief and link to practice
In practice this means: short, focused scenarios, theory outside the headset and reflection after training - summing up in your own words or a debrief with a trainer helps turn the experience into knowledge.
The often-cited learning pyramid (we remember 10% of what we read, 75% of what we practise, etc.) is not based on research. Letrud and Hernes (2018) traced the model back and found it predates the psychology of learning itself; its percentages have no empirical basis. The case for VR is better made with the specific studies above.
- Meta-analyses show mostly small to medium benefits of VR.
- The highest-quality studies do not confirm a universal advantage of VR - instructional design decides.
- VR has the strongest evidence in safety training and practical skills.
- The learning pyramid is not a scientific argument.
04 · VR
Virtual reality (VR)
Since the mid-15th century, “virtual” has meant something that is so in effect but not in reality. Since 1959 the term has been used in computing for a reality that exists through software.
Virtual reality systems use either head-mounted displays (headsets) with screens in front of the user’s eyes or multi-projection rooms with several large screens (CAVE). In both cases the user is surrounded by a digitally created environment in which they can move. VR usually includes sight and sound, but it can also provide touch and force feedback through haptic technologies.
How virtual reality works - the illusion of a real world
Virtual reality lets the user step into a simulated environment and act in it. By engaging sight, hearing, touch and other senses, it aims for an experience with the strongest possible subjective sense of reality - put simply, the illusion of a real or fictional world of which the user is a natural part.
History of virtual reality - from the 1950s to today
- 1960Telesphere MaskHeilig’s patent for a head-mounted display
- 1962Sensoramaa multi-sensory “experience theatre”
- 1968First HMDSutherland and Sproull, University of Utah
- 1980sNASA VIEWheadset and data gloves
- 2012-2016A new waveOculus Rift, PC headsets with sensors
- 2019Standalone headsetsVR without a PC or cables
- 2023-2026Mixed realitycolour passthrough, hand tracking, AI
The first prototypes date back to the late 1950s and early 1960s. Morton Heilig from the film industry designed the Sensorama - a kind of experience theatre with 3D images, sound, wind, smells and a moving seat. Commercial failure meant no further films followed. As early as 1960, Heilig had patented the Telesphere Mask, the first example of a head-mounted display.
In 1968, Ivan Sutherland and his student Bob Sproull built the first head-mounted display with head tracking at the University of Utah. In the 1980s NASA started working with VR (the VIEW workstation with a headset and gloves), and the term “virtual reality” was popularised in the late 1980s by VPL Research.
In the early days the technology was limited and extremely expensive, so VR was used only where it was essential. The turning point came in 2012, when Oculus Rift started a new wave of PC headsets (consumer versions in 2016). Console and mobile versions followed, and since 2019 standalone headsets that need neither a PC nor cables. Today’s headsets also handle mixed reality, hand tracking and voice control.
Education and training in virtual reality today
With VR, students and employees can explore in detail how mechanisms, machines, space and processes behave - without the risk of injury, damage or disrupting production. They can repeat the practice until they master the procedure while the app records mistakes and time. Digital training is also flexible: it can be distributed instantly to any location as long as devices are available. Training that involves movement needs free space.
Cloud distribution enables learning at the moment of need: an employee walks through an unfamiliar task in VR and then performs it for real straight away. Apps and procedure libraries also preserve company know-how and help pass it on from experienced colleagues to new ones.
Škoda Auto has been working with virtual reality since 1998 (article in Czech). Employees practise assembly procedures and painting in VR, and drivers “try out” each new model before driving it for real.
What can be trained in VR?
Virtual and augmented reality are becoming a normal part of education. Today they are commonly used to teach a range of skills:
Hard skills
Occupational safety, technical training and onboarding, healthcare, emergency drills, foreign languages
Soft skills
Coaching, diversity and inclusion, customer service, public speaking
Schools
Geography, history, biology, technical subjects and virtual field trips
Hard skills
Hard skills can be proven by a certificate (qualification) or measured (knowledge of information and procedures). They can be taught and are usually passed on through formal education, practice or onboarding. Using VR to practise them brings several advantages:
- No harm to health or property when teaching high-risk skills and highly qualified technical training (from defence and aviation to energy, medicine and simulations of potentially fatal scenarios)
- An engaging, meaningful form of learning with minimal distractions
- No need to block a production or training line during the course
Safety procedures and protocols
Occupational safety and health (OSH) training is recurring training focused on safe and efficient work. In VR it can be taken on demand, as an experience of doing the job, of the existing risks and of the consequences of ignoring them - individually and without disrupting operations.
VR safety training can be custom-built or taken from off-the-shelf course libraries covering topics such as:
- Warehouse safety
- Fire safety
- Personal protective equipment (PPE)
- Safety in an industrial plant
- Hand injury prevention
- Construction site safety
- Postural ergonomics
- Road safety
- …
Where regulations require practical training or an exam (e.g. operating forklifts and cranes, working at height), VR serves as preparation and safe practice before the real thing, not as a substitute. Check the scope and form of training with your occupational safety specialist and local regulations.
Technical training and onboarding
Construction, maintenance, electrical work, plumbing and other industries share hazardous environments that require correct work procedures. Traditional onboarding is led by an experienced worker whose productivity drops in the meantime. VR lets new colleagues go through the basics on their own and arrive at the experienced colleague already prepared.
- Working at height
- Operating an overhead crane
- Handling electrical equipment
- Hazard recognition in an industrial plant
- Fall protection
- Operating a forklift
- Operating a mobile elevating work platform
- Confined spaces
- Lockout/tagout (LOTO)
- Offshore platform work
- …
Technical training also includes VR training for healthcare and medical professions, where research shows the greatest benefit for practical skills (see the studies in nursing and surgery). Besides practising procedures, VR combined with AI is used for patient communication and empathy - staff can “experience”, for example, loss of sight or hearing.
Emergency drills
Fire, an armed robbery at a branch, an accident… Situations nobody wants to experience but that can happen at work. A VR simulation combines hard skills (where to go, what to do) with handling stress - and it can be repeated, which a live drill cannot.
Foreign languages
Learners who are reluctant to speak with a teacher can respond to prepared scenarios in VR or hold a free conversation with an AI-driven character that evaluates their answers and gives feedback.
Soft skills
Soft skills are personal attributes related to how people work: communication, conflict resolution, creative and critical thinking, reliability, empathy, time management. In VR they are trained through role-play scenarios; thanks to generative AI, characters now respond freely rather than following pre-scripted branches.
Coaching and giving feedback to employees
A manager witnesses an employee struggling (or not) with a stressful task. They then invite the employee to their office and hold a conversation aimed at resolving the situation and improving relationships at work. The training takes place in first person and replaces a scenario with an actor.
Simulated conversations like this help managers gain confidence, ask the right questions and communicate better. The PwC (2020) study is based on exactly this type of training.
Diversity and inclusion
The trainee sits with colleagues at a conference table and overhears a derogatory remark about another colleague. In the simulation they must decide how to react, learning to recognise unconscious bias and handle microaggressions.
Retail and customer service
Employees practise returns, questions and dealing with upset customers. They start their first shift more confident, which shows in sales and in the company’s reputation.
Public speaking
VR puts the speaker in front of a small meeting or a full hall. The app can assess pace, filler words, eye contact with the audience or the structure of the talk and give feedback.
Virtual reality in schools
Besides virtual worlds, VR lets pupils visit places in the real world - in the past, present and imagined future. When choosing, consider the headset makers’ age limits (see Safety and health) and short sessions; for a whole class, rotating through a few headsets is usually more practical than one headset each.
Geography and exploring the world
Take pupils virtually to places related to the topic. Content from the former Google Expeditions app (discontinued in 2021) moved to Google Arts & Culture.
History
Let pupils experience a historical event - the launch of Apollo 11 or the sinking of the Titanic.
Biology
VR is a great tool for exploring human and animal anatomy in detail and at real scale. Students better understand the structure of the body, the skeleton, muscles and how organs work.
Technical subjects
VR develops spatial imagination. Students of construction, engineering and design can check whether designs are feasible and can be assembled; in fields with expensive equipment, VR saves costs and prevents damage caused by inexperienced handling.
Other uses of VR in teaching
- Virtual field trips to places you cannot physically reach
- Teaching architecture, art and design
- Remote collaboration with teachers and classmates
- Learning through play
VR hardware
Virtual reality is entered through a headset. Today standalone headsets with their own computing power and battery dominate; they also handle mixed reality (colour passthrough) and control by hands, voice or eyes. Demanding simulations use headsets connected to a powerful PC. Cheap cardboard phone viewers and headsets without positional tracking (3DoF) are on the way out.
For businesses the market changed significantly in 2026: on 20 February 2026 Meta ended its business programme - it no longer sells business editions of Quest or the Horizon managed services device management. Companies can still buy regular Quest headsets, but central management has to go through third-party MDM (e.g. ArborXR, ManageXR), or they choose a platform with its own business management.
| Device | Type | Price | Note |
|---|---|---|---|
| Meta Quest 3 / 3S | standalone VR/MR | from USD 299 (3S) | The most widespread. Since 20 Feb 2026 there are no business editions or Horizon managed services (existing customers supported until 4 Jan 2030); regular models can be bought, management must go through third-party MDM. |
| Pico 4 Ultra Enterprise | standalone VR/MR | from USD 850 | The main business alternative. Basic tools (Business Suite) free; remote management (Device Manager) USD 9 per month or USD 99 per year per device. |
| HTC Vive Focus Vision (Business Edition) | standalone VR/MR, eye tracking | - | Business edition managed via VIVE Business+ with support for third-party MDM. |
| Apple Vision Pro (M5) | premium MR | from USD 3,499 | Top image quality and eye and gesture control; the high price limits large-scale rollouts. |
| Samsung Galaxy XR | premium MR (Android XR) | USD 1,799 | Officially available in only a few countries so far (US, South Korea, United Kingdom). |
| Valve Steam Frame | standalone with PC streaming | from USD 1,059 | New in September 2026, aimed mainly at PC VR and games. |
| Varjo XR-4 | professional simulators | - | The highest visual fidelity for flight and other simulators, connected to a powerful PC. |
| Meta Quest Pro, Lenovo ThinkReality VRX, Microsoft HoloLens 2 | discontinued | - | No longer produced; if you buy second-hand, expect support to end. |
A practical path from choosing the task to measuring the impact is in the chapter Implementation in practice. We also develop custom VR training.
- VR is strongest for risky, expensive and rare situations and for practising procedures.
- For mandatory practical training, VR is preparation, not a replacement.
- For businesses, device management (MDM) matters today as much as headset specs.
05 · AR
Augmented reality (AR)
Augmented reality enriches the real world with digitally created elements - text, images, video, 3D models or animations - placed into the camera view or into see-through glasses. The user still sees their surroundings; digital content only adds to them.
AR became widespread with powerful smartphones and the ARKit (Apple, 2017) and ARCore (Google, 2018) frameworks, which let a phone recognise floors, walls and lighting. Simpler AR now also runs right in the browser (WebAR) without installing an app - just scan a QR code.
We meet AR more often than we realise: graphics in sports broadcasts, camera filters on phones, navigation, product previews in your room or digital humans. An overview of AR types with demos is on our Augmented reality page.
Types of triggers for digital objects in augmented reality
- marker-based
Marker-based
The AR layer appears when the camera captures a specific anchor - a marker (QR code, sign, image, object…). An example is a textbook page that “comes to life” with an animation when you point a phone at it.
- markerless
Markerless
Digital objects are placed into the captured space at the user’s request (e.g. furniture in a room). The app recognises floors, walls and lighting and needs no fixed anchor.
- location-based
Location-based
Digital objects are tied to specific places (GPS, compass, spatial map) - navigation arrows in the camera view or the game Pokémon Go. The most demanding approach, using data from many sensors.
- projection-based
Projection on surfaces
The image is projected directly onto real surfaces (a table, wall, part in production), for example as instructions on where to reach.
- superimposition-based
Object superimposition
The app recognises an object and partially or fully overlays it with another image - for example an “X-ray” view inside a machine.
Augmented reality in education
Learning in context sparks curiosity. AR delivers information on demand, at the right level of detail and right where it is needed - at the machine, in the textbook, in the field. Compared with VR it is cheaper, needs no enclosed space and the user stays in touch with their surroundings.
1. Interactive enhancement of printed and digital materials
Spatial and dynamic topics (mechanisms, anatomy, physical processes) are hard to explain with text and static images. An AR layer over a textbook or manual shows them in 3D, in motion and from any angle, while the material stays clear. You can try it on our AR for printed matter page.
2. Instructions and knowledge bases right at the machine
Maintenance or setup procedures can be anchored directly on the equipment: the worker points a tablet or glasses and sees step by step where to reach. Instructions can also be created simply - by filming your own procedure - and a knowledge platform stores them and makes them available to authorised people. This is just-in-time learning in practice.
3. Remote assistance
Not every procedure has to be memorised. For a new or rare task, an app or a live expert can guide the worker: the expert sees the worker’s camera feed, draws markers into their field of view and sends documents. Glasses keep both hands free.
Watch out for platform changes: Microsoft is ending Dynamics 365 Guides and Remote Assist on 31 December 2026; for simpler scenarios it recommends spatial annotations in Microsoft Teams mobile.
Augmented reality in schools
Quiver
The Quiver app brings a coloured-in picture to life: point a phone at it and the object appears and animates in the colours the child chose. Colouring pages cover many subjects.
Sky Map and Star Chart
Astronomy apps use the phone’s GPS, gyroscope and accelerometer: the screen shows the stars, constellations and planets the camera is pointing at, across 360° and for any date.
A Czech example is the interactive physics textbook FyzikAR 7 for 7th grade with 47 animations, worksheets, questions and real-life tasks; its author later followed up with the Vividbooks textbooks. For lesson ideas, see also Apple’s guide to using iPad and AR in education.
AR hardware
| Device | How it works | Best for |
|---|---|---|
| Phone, tablet | AR in the camera view (ARKit, ARCore, WebAR) | Schools, printed materials, demos, occasional instructions. The cheapest and most accessible option. |
| RealWear Navigator 520 / Z1 | Assisted reality: a small display near the eye, voice control | Field work, remote assistance, instructions. From USD 3,150; Z1 certified for explosive atmospheres (ATEX) from USD 6,250. |
| AR glasses (optical see-through) | See-through lenses onto which the image is projected | Lighter glasses such as XREAL Aura (Android XR) are announced for late 2026; HoloLens 2 is no longer produced (security updates until 31 Dec 2027). |
| MR headsets with passthrough | Cameras capture the surroundings and show them on the display together with digital content | AR and MR scenarios in a classroom or workshop (see Mixed reality). |
- AR adds to the real world - users see their surroundings and keep their hands free (with glasses).
- For schools and printed materials a phone or tablet is enough, often without installing an app (WebAR).
- In companies AR is strong for on-machine instructions and remote assistance.
06 · MR
Mixed reality (MR)
Mixed reality refers to blending the real and the virtual world. It is not a third, separate technology alongside AR and VR but an umbrella term for everything between reality and a fully virtual environment - including augmented reality.
The term comes from the paper “A Taxonomy of Mixed Reality Visual Displays” (Milgram and Kishino, 1994), which described the reality-virtuality continuum. At one end is the real environment, at the other a fully virtual one; mixed reality is everything in between: reality enhanced with digital elements (augmented reality) and the opposite - a virtual world with elements of reality inserted, such as an image of your own hands or the desk. More recent work adds that perfect virtuality cannot be reached - the user’s body remains in the real world - so even today’s VR sits just short of the end of the continuum (Skarbez et al., 2021).
Interviews with experts and a literature review found six partly conflicting notions of mixed reality (Speicher et al., 2019). Companies use the term for marketing: Microsoft used it for HoloLens, Meta now uses it for Quest passthrough, Apple talks about “spatial computing”. Yet ordinary phone AR (ARKit, ARCore) can also anchor digital objects in space - so “holograms in space” alone do not distinguish MR from AR.
In this guide we therefore use AR and VR as the two main approaches and MR for scenarios and devices that blend real and virtual environments and can switch between them.
How devices blend the real and the virtual
The world through cameras
The headset captures the surroundings with cameras and shows them on its displays together with digital content (Meta Quest 3, Pico 4 Ultra, Apple Vision Pro, Samsung Galaxy XR). Colour image, solid digital objects and the option to switch to full VR; but you see your surroundings indirectly, with less sharpness.
The world through clear lenses
You see reality directly with your eyes and digital content is projected into the lenses (formerly HoloLens 2, now Android XR glasses). A natural view and safety, but a smaller field of view for digital content and translucent “holograms”.
Microsoft, which popularised the term in practice, described it as the interplay of people, computers and the environment. Technically, the device does not just display the surroundings but understands them: cameras and sensors map the space and track hands and eyes, so digital content can sit on a real table, hide behind a real object or react to touch.
These capabilities are now common in AR and in VR headsets with passthrough - which is why the terms are blurring and people increasingly just say XR.
Mixed reality hardware and uses
Only a few years ago, blending the real and the virtual required specialised and expensive devices (HoloLens, Magic Leap). Today it is a standard feature of most standalone headsets (Meta Quest 3, Pico 4 Ultra, HTC Vive Focus Vision) and premium devices (Apple Vision Pro, Samsung Galaxy XR); see the headset table for an overview and prices. For training, scenarios that blend real and virtual environments offer these advantages:
- Training on real equipment: digital guidance over a real machine, control panel or manikin - for example CPR practice on a manikin with a virtual scene around it.
- Safety and awareness of surroundings: users see the space, obstacles and colleagues, so they can walk around and collaborate, and discomfort tends to be lower than in full VR.
- Remote collaboration: a shared view, 3D models and markers in space let a trainer guide a trainee without being in the same room.
- Hands free: hand and eye tracking and voice control let users work with real tools and digital elements at the same time.
- A training ground anywhere: wireless headsets can be used in a workshop, on a building site, in a classroom or a control room.
- One device for everything: the same headset handles MR and full VR, which simplifies purchasing and management.
- MR is not a third technology but an umbrella term for everything between reality and full VR - including AR.
- There is no single definition; XR is now the more common umbrella term.
- Most standalone headsets can blend the real and the virtual.
- For training, MR is strongest when practising on real equipment with digital guidance.
07 · Practice
Implementing VR training in practice
The success of VR training is not decided by the headset, but by choosing the right task, a sensible pilot and linking it to regular training. This chapter covers decision-making, cost estimates, rollout steps and operational and legal questions.
When VR training pays off
VR makes sense when at least some of these conditions apply:
- Real-world training is dangerous (height, electricity, chemicals, fire, cranes)
- Training requires expensive equipment or a line shutdown
- The situation is rare and therefore cannot be practised for real (accidents, crisis conversations)
- Many people are trained or training repeats (onboarding, periodic training)
- It is a spatial or motor skill, not reading regulations
- You need the same training quality across multiple sites
On the other hand, it is unlikely to pay off when:
- The main content is regulations, facts and text - e-learning will do
- Only a few people are trained per year and real practice is safe and cheap
- The content changes faster than you can update a VR scenario
Break-even calculator
Classroom training costs roughly the same per participant (trainer, working time, materials, downtime). VR has high one-off costs but low costs per additional participant - so above a certain number of trainees it becomes cheaper. The PwC study puts the break-even point versus the classroom at 375 learners; calculate yours from your own figures:
Total costs over 3 years
VR is cheaper by €12,100
Break-even point: 84 trainees per year (other values unchanged).
Not included: benefits that are hard to quantify, such as fewer injuries and damage, shorter onboarding and consistent training quality across sites.
Rollout step by step
- Phase 1Preparation
- Pick one task
Start with one specific training where the problem is visible (injuries, errors, long onboarding, expensive equipment).
- Set a measurable goal
E.g. shorter onboarding, fewer errors in the first independent work, a higher test pass rate. Measure the baseline.
- Off-the-shelf or custom?
General topics (safety, fire, PPE) are covered by ready-made course libraries; specific machines and processes need a custom simulation.
- Pick one task
- Phase 2Pilot
- Pilot with a small group
Compare a VR group with a conventionally trained one. Also track discomfort, how easy the controls are and preparation time.
- Hardware and management
Choose headsets with device management (MDM) and sort out charging, hygiene, storage and space for movement.
- Pilot with a small group
- Phase 3Rollout
- Build it into the process
Theory outside the headset, short VR sessions, a debrief with a trainer and verification on the job. VR does not replace the trainer.
- Measure and adjust
Evaluate the goal from step 2, collect feedback and refine the scenarios. Only then expand to other tasks.
- Build it into the process
How to measure impact
A proven framework is Kirkpatrick’s four-level model. VR has the advantage that the app measures level 2 directly - provided it can export the data (e.g. as xAPI to your LMS).
| Level | Question | What to measure in VR training |
|---|---|---|
| 1 · Reaction | Did they like it, was it clear? | Post-training survey, discomfort, early drop-outs |
| 2 · Learning | What did they learn? | Scenario success rate and time, number of errors and attempts (app data) |
| 3 · Behaviour | Do they work differently? | Workplace observation, procedure audits, time to independent work |
| 4 · Results | Did it show in the business? | Injuries and near misses, scrap rate, downtime, training costs |
Questions to ask vendors
- Hardware: which headsets does the content run on, and what if the manufacturer changes its terms (as Meta did in 2026)?
- Device management: MDM support, bulk installation and updates, offline operation.
- Language and localisation: text and voice-over in your employees’ languages, the option to adapt the scenario to your procedures.
- Data and reporting: what the app measures, export to an LMS (xAPI, SCORM), where the data is stored.
- Licensing: pricing per device, user or course; what happens to the content when the subscription ends.
- Content maintenance: who updates the scenario, and at what cost, when a machine or procedure changes.
Safety, health and operations
Cybersickness (VR sickness) is similar to motion sickness, only the other way round: the eyes see motion while the body stays still. It is not a marginal issue: in older studies about one in six participants dropped out because of it, and according to a more recent meta-analysis it grows with time in the headset - the average worsens noticeably after about 25 minutes (Saredakis et al., 2020; You et al., 2026). Plan for it and offer an alternative for those who do not tolerate VR.
- Cybersickness: keep headset sessions to roughly 20-25 minutes, start seated, prefer smooth visuals and teleport instead of artificial walking; stop immediately if symptoms appear.
- Age: manufacturers set minimum ages (Meta Quest from 10 with a parent-managed account, varying by country; many other devices from 13). Schools should take this into account.
- Health warnings: follow the manufacturer’s warnings (e.g. epilepsy, pregnancy, balance disorders) and offer an alternative without a headset.
- Space: a clear area without obstacles, a set boundary (guardian) and a second person supervising scenarios that involve movement.
- Hygiene: washable face covers, disinfection after every user, glasses spacers or prescription inserts.
- Operations: charging, updates and storage - without someone in charge, even a good project quickly stalls.
Law and data
- Occupational safety: VR can be part of training, but where regulations require practical training, an exam or a qualification, it does not replace it. Check the form and scope with your occupational safety specialist and local regulations.
- GDPR: VR apps collect data on performance and behaviour (errors, time, movement, and with some headsets eye gaze). Inform employees what data is processed and why, and check where the vendor stores it.
- AI Act: since 2 February 2025 the EU has prohibited AI systems that infer the emotions of employees or students from voice, facial expressions or other biometric data (Art. 5(1)(f)). The ban applies even with the person’s consent; the only exceptions are medical and safety purposes. It does not cover assessing the content of answers, speaking pace or task accuracy - only inferring emotions. If the AI in a simulation evaluates “tone” or “emotions”, have it reviewed by a lawyer.
- Start with one task, a measurable goal and a pilot against conventional training.
- The break-even point depends on the number of trainees and the cost of conventional training.
- Plan operations: device management, hygiene, charging and an alternative for people who feel unwell.
- Mind occupational safety rules, GDPR and the AI Act ban on emotion recognition.
08 · Trends
Trends and changes 2025-2026
The immersive technology market has changed significantly in recent years: headsets are not selling as well as expected, smart glasses drive growth, big players are changing strategy and generative AI is entering simulations. What does that mean for education?
- hardware
Meta ended its business programme
Since 20 February 2026 Meta no longer sells business editions of Quest or the Horizon managed services device management; existing customers are supported until 4 January 2030. Companies can still buy regular Quests but manage them through third-party MDM - or choose Pico 4 Ultra Enterprise or HTC Vive Focus Vision with their own business management.
- AI
Conversational AI characters
Generative AI makes free conversation with a virtual character possible instead of choosing from prepared answers. It helps most with soft skills, sales and patient communication. Mind the AI Act (see Law and data).
- market
Smart glasses drive growth
According to IDC, most of the XR market’s growth comes from smart glasses, not headsets. For training, they are so far used more for instructions and assistance than for immersive practice.
- platforms
New premium headsets
Apple Vision Pro with the M5 chip (2025), Samsung Galaxy XR with Android XR (2025) and Valve Steam Frame (2026) raise image quality and controls, but for training at scale they are still expensive or hard to get.
- end of support
The end of HoloLens and Dynamics 365 Guides
HoloLens 2 production ended in October 2024 and security updates end on 31 December 2027. Dynamics 365 Guides and Remote Assist stop working as early as 31 December 2026 - anyone building training on them has to migrate.
- terminology
MR is fading, XR unifies
Microsoft, the main champion of “mixed reality”, discontinued HoloLens and the Windows Mixed Reality platform (Windows 11 24H2). Apple talks about spatial computing, Google about Android XR; Meta still uses “mixed reality” for Quest passthrough. The capabilities the term described are now standard in headsets.
- distribution
XR in the browser (WebXR)
Simpler scenarios can run right in a headset or phone browser without installing an app - easier distribution and updates, but lower performance than native apps. More on WebXR platforms and tools.
Glossary
Glossary of terms
- Immersion
- The degree to which technology surrounds the user’s senses and shuts out the outside world.
- Presence
- The subjective feeling of “being there” in a virtual environment.
- Agency
- The feeling that one’s own actions influence events in the simulation.
- XR
- Extended reality - the collective term for VR, AR and MR.
- Mixed reality (MR)
- Blending the real and the virtual - according to Milgram and Kishino, everything between a real and a fully virtual environment, including AR; there is no single definition.
- Spatial computing
- Apple’s term for working with digital content anchored in space.
- Passthrough
- Showing the headset’s camera feed so the user sees their surroundings and the headset can do mixed reality.
- 3DoF / 6DoF
- Degrees of freedom: 3DoF tracks only head rotation, 6DoF also movement in space.
- Standalone headset
- A headset with its own computing power and battery; it needs no PC or cable.
- Guardian (boundary)
- A virtual boundary of the safe area; the headset warns you when you cross it.
- Cybersickness (VR sickness)
- Similar to motion sickness, only reversed: the eyes see motion while the body stays still. It shows as nausea, dizziness or eye strain.
- MDM
- Mobile Device Management - central management of devices, apps and settings in a company.
- xAPI
- A standard for recording learning results (also outside an LMS), suitable for VR training data.
- Assisted reality
- A small display in the field of view (e.g. RealWear) with instructions or a video call; it does not overlay the world with 3D objects.
- WebXR
- A web standard for running VR and AR content directly in the browser.
Sources
References and citation
- Bödding, R., Schriek, S. A., & Maier, G. W. (2025). A systematic review and meta-analysis of mixed reality in vocational education and training: examining behavioral, cognitive, and affective training outcomes and possible moderators. Virtual Reality, 29, 44.
- Kaplan, A. D., Cruit, J., Endsley, M., Beers, S. M., Sawyer, B. D., & Hancock, P. A. (2021). The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: A meta-analysis. Human Factors, 63(4), 706-726.
- Kirkpatrick, D. L., & Kirkpatrick, J. D. (2006). Evaluating Training Programs: The Four Levels (3rd ed.). Berrett-Koehler.
- Layadi, S., Huguet, P., Pavic, K., … Chevalère, J. (2026). Virtual Reality in Education: A Stratified Meta-Analysis of Experimental Rigor and Bias. Educational Psychology Review, 38, 50.
- Letrud, K., & Hernes, S. (2018). Excavating the origins of the learning pyramid myths. Cogent Education, 5(1).
- Lin, M.-Y., Huang, M.-Z., & Lai, P.-C. (2024). Effect of virtual reality training on clinical skills of nursing students: A systematic review and meta-analysis of randomized controlled trials. Nurse Education in Practice, 81, 104182.
- Makransky, G., & Petersen, G. B. (2021). The Cognitive Affective Model of Immersive Learning (CAMIL): A Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33, 937-958.
- Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225-236.
- Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, E77-D(12), 1321-1329.
- PwC (2020). How virtual reality is redefining soft skills training. PricewaterhouseCoopers US.
- Saredakis, D., Szpak, A., Birckhead, B., Keage, H. A. D., Rizzo, A., & Loetscher, T. (2020). Factors associated with virtual reality sickness in head-mounted displays: A systematic review and meta-analysis. Frontiers in Human Neuroscience, 14, 96.
- Scorgie, D., Feng, Z., Paes, D., Parisi, F., Yiu, T. W., & Lovreglio, R. (2024). Virtual reality for safety training: A systematic literature review and meta-analysis. Safety Science, 106372.
- Seymour, N. E., Gallagher, A. G., Roman, S. A., O'Brien, M. K., Bansal, V. K., Andersen, D. K., & Satava, R. M. (2002). Virtual reality training improves operating room performance: Results of a randomized, double-blinded study. Annals of Surgery, 236(4), 458-464.
- Skarbez, R., Smith, M., & Whitton, M. C. (2021). Revisiting Milgram and Kishino's Reality-Virtuality Continuum. Frontiers in Virtual Reality, 2, 647997.
- Speicher, M., Hall, B. D., & Nebeling, M. (2019). What is Mixed Reality? In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM.
- You, A., Choi, J. Y., & Yoo, T. K. (2026). Exposure duration and cybersickness in head-mounted displays: A meta-analysis of threshold effects across virtual and extended reality. https://doi.org/10.1016/j.rio.2026.101057
How to cite this publication (APA 7)Nepor, V. (2026, October 5). Training and Education with Immersive Technologies (VR, AR, MR). Vrealmatic. https://vrealmatic.com/publications/immersive-technologies-in-education
Considering VR training?
We will help you choose the right format, estimate the return and prepare a pilot.