

Extended Reality (XR) is no longer merely a buzzword in UK education circles. From virtual chemistry labs in colleges to augmented historic walks in schools, XR technologies - Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are opening up new ways to engage, inspire and include learners everywhere. It is not just about high-tech bells and whistles. Used thoughtfully, XR genuinely improves motivation, outcomes and access for students and staff alike.
What's Behind the XR Revolution in Education?
XR spans digital environments that fully immerse learners (VR) or layer information into the real world (AR, MR). These tools mean learners can conduct experiments virtually, explore ancient sites in 3D or collaborate on global projects from their own classrooms.
The key to XR’s promise is “learning by doing.” Unlike passive methods, immersive activities lead to better retention and wider participation, especially for those with special educational needs or learning remotely.
Virtual Reality: Simulated Confidence, Real Results
Virtual Reality takes students into interactive scenarios, often replicating complex lab or field environments. PwC research shows VR learners finish training four times faster and report vastly improved confidence - up 275% compared with traditional teaching. Deeper emotional engagement with content has been shown to drive much higher rates of retention.
Pilots in UK universities find VR boosts practical skills and confidence, thanks to interactive practice and fast feedback. Learners can rehearse safely, visualise mistakes, and try again in a low-risk setting.
AR and MR: Digital Detail in Everyday Lessons
Augmented and Mixed Reality are about adding rich digital information to the world around us. The EDUCAUSE Horizon Report highlights XR’s growing impact on teamwork, creativity and active participation for university students globally.
AR can support visualising molecules in science, checking engineering models in real time or overlaying data onto fieldwork, all using the devices learners already own.
3D Modelling and Photogrammetry: Bringing Learning Objects Closer
With 3D modelling and photogrammetry, educators can offer accurate digital replicas of artefacts, anatomical models or historic sites. Aberdeen University research showed 85 percent of medical students preferred these 3D assets to traditional approaches, enjoying greater confidence in identifying real structures.
Research published in Frontiers in Education found students working with interactive 3D models saw a 67% boost in motivation and retained 75% more knowledge than with old-school methods. These resources also allow access to fragile or rare objects that schools could never hold on site.
SCORM-Compliant Digital Learning: Reliable, Trackable, Flexible
SCORM sets the standard for packaging eLearning content, making it compatible with most learning management systems. Schools and colleges gain easy tracking of progress and assessment, while students benefit from remote access and flexible learning.
The Brandon Hall Group found that immersive digital content increases learner engagement by 48%, with improvements both in retention and skill development. SCORM-compliance ensures seamless integration with existing platforms and reliable access for all.
Making XR Work: Steps to Success
To deliver the best of XR, planning matters. Teams must ensure:
- Adequate hardware and IT support
- Staff training and up-skilling
- Curriculum alignment and clarity on assessment
- Accessibility at every stage, for every learner
National programmes—including the Department for Education’s EdTech Strategy—signal strong support for digital innovation in UK classrooms.
What’s Next for XR in UK Education?
From early pilots to national policy, immersive technologies are rewiring education across the UK. With smarter deployment, XR can drive engagement, improve learning experience and meet the real needs of today’s students. As educators experiment and share findings, every step builds towards a more dynamic, inclusive future for British education.
Key References:
- PwC VR Soft Skills Training Study
- Journal of Anatomy, 2021: Aberdeen University Study on Photogrammetry Models
- Frontiers in Education, 2020: 3D Models in Learning
- Training Industry: Immersive Learning Impact
Where?
Who Сan Join?
How to Take Part?
Speakers
Countdown to the Event
The clock is ticking! Don’t miss your chance to join us – the event starts soon.