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Dubai 5 October 2026
Training Programme

Designing Learning Experiences with Virtual and Augmented Reality

1Summary

Traditional classroom delivery is hitting a ceiling on engagement, and educators everywhere are asking the same question: how do you make a concept feel real before a learner ever leaves the room? Virtual and augmented reality are becoming the answer.

This programme from the Arab British Fellowship Training Academy gives trainers, instructional designers, and EdTech professionals a solid grounding in VR and AR — what the technologies actually are, how they differ, and how the theory behind immersive learning translates into better educational outcomes.

Rather than technical implementation, the focus stays conceptual and strategic: understanding global best practice, evaluating VR-based programmes against scientific models, and knowing how to integrate immersive technology into an institution's wider learning strategy.

2Objectives and target group

Who Should Attend?

  • Trainers and educators across different educational sectors.
  • Curriculum developers and instructional designers building digital content.
  • Educational technology (EdTech) and training centre professionals.

What You Will Be Able to Do

By the end of the programme, participants will be able to:

  • Distinguish between Virtual Reality and Augmented Reality and understand their respective roles in education.
  • Design interactive learning experiences grounded in sound instructional principles.
  • Evaluate the effectiveness of VR-based educational programmes using recognised scientific models.
  • Identify the tools and platforms used in immersive content development, from a strategic perspective.
  • Plan the integration of VR and AR technologies into a broader educational strategy.

3Course Content

Module 1: Why Immersive Technology Is Changing Education

  • The shift from traditional to interactive learning, and what is driving it.
  • Virtual Reality versus Augmented Reality — the concept and the difference.
  • Advantages of immersive learning: interaction, presence, and experiential engagement.

Module 2: Designing the Learning Experience with VR

  • Instructional design principles inside virtual reality environments.
  • Building interactive educational scenarios and simulation-based content.
  • Review of global educational models and case studies.

Module 3: Tools and Platforms for VR Content Development

  • Overview of virtual reality development platforms.
  • Classifying interactive experience design tools.
  • What it takes to create an educational virtual environment.

Module 4: VR in Professional Training Contexts

  • Use cases in medical and engineering training.
  • Analysing simulation environments in professional settings.
  • How VR supports decision-making skill development.

Module 5: Measuring Impact — Evaluation and User Experience

  • Models for evaluating training effectiveness using VR.
  • Analysing user experience (UX) in immersive learning.
  • Improving educational programmes based on evaluation results.

Module 6: Challenges and What Comes Next

  • Technical challenges, cost factors, and data privacy considerations.
  • Strategies for overcoming implementation barriers.
  • Emerging trends: AI integration and the future of VR in education.

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Designing Learning Experiences with Virtual and Augmented Reality