Choose the right reality
VR creates a fully virtual environment; AR adds digital objects to the learner’s physical world.

A compact interactive companion to the BRAIN article on using VR and AR to make distance learning more spatial, active and practice-oriented.
Explore the brain, hide the labels and solve 12 location and function challenges.
VR creates a fully virtual environment; AR adds digital objects to the learner’s physical world.
The paper proposes a six-stage implementation path, from staff training to course deployment.
Immersive tools are presented as ways to visualise, manipulate and practise rather than only read.
Switch between the two technologies, then test the distinction in one scenario.
Click a stage instead of reading a long implementation section.
Explore a simplified brain map, then switch off the labels and test yourself through location and function challenges.
Select a region to reveal a concise learning note.
Educational demo created for this interactive companion. The article discusses 3D anatomy atlases and immersive visualisation in medicine and biology; this brain-region tester is an illustrative extension of that concept.
A short scenario game built from the paper’s technology choices and implementation limits.
The paper highlights three practical barriers. Test whether you can recognise them.
Teachers may not immediately see fatigue or misunderstanding.
Complex scenarios can be costly and slow to modify.
Pre-built paths can struggle with unexpected questions.
Technology creates the environment. Methodology makes it educational.
The paper’s implementation argument in one line: immersive hardware needs purposeful design, teacher preparation, support and evaluation.