Bhelo is a conceptual framework that aims to reimagine interactivity in education by addressing the gaps in traditional learning systems. It is designed as an immersive, inclusive and adaptive system that integrates multimodal learning principles with innovative technologies such as AR, VR and AI. Bhelo aims to create a learning environment where every individual, regardless of ability or preference, can thrive.
The name "Bhelo" is a self-composed word that reflects the concept of growth, future and learning. It comes from the etymological roots of two fundamental ideas:
Future: Derived from the Latin "futurum" (to be), tracing back to the Proto-Indo-European root *bheue-, meaning "to be, to exist, to grow."1,2,3
Learn: Originating from Old English "leornian" (to get knowledge), with its Proto-Germanic root lisnojanan and Proto-Indo-European root *lois-, meaning "furrow" or "track."4,5,6
The amalgamation of these roots forms "Bhelo," symbolizing "the future learning" or "the growth of learning."
This name encapsulates the vision of creating a future-oriented, inclusive educational framework that fosters exploration and innovation. The concept of this word is very varied, as many words in the current language can mean two or more meanings simultaneously.
A first step towards IMMERSIVE and inclusive EDUCATIONAL experiences
Bhelo was conceived as a transformative tool for designing immersive and inclusive educational experiences in Virtual Reality (VR). It should enable educators, designers, and developers by providing a smooth way to create customized learning environments in Virtual Reality.
At its core, Bhelo should provide access to a robust library of interactions based on multimodal principles, allowing users to design experiences that meet diverse learning preferences. Augmented reality previews allow users to visualise and refine these interactions in real time, bridging the gap between theory and application. Finally, Bhelo would allow users to combine these elements into VR learning environments, where they can construct small, dynamic prototypes that align with specific educational goals.
Bhelo is structured around three interrelated components, each of which plays a critical role in the realisation of the project's vision. These components are designed to work together as an evolving design system. They guide educators, designers and developers through the process of designing, previewing and implementing educational interactions and applications.
The Interaction Matrix is a framework that maps possible relationships/correlations between interfaces, interactions and their impact on learning modalities. It uses hexagonal cards to represent combinations, links them to VARK learning modalities and acts as an AR tracker for interaction previews.
The AR Library builds on the Interaction Matrix by transforming its theoretical combinations into visual, 3D animations. Each card in the matrix triggers an AR animation, providing a virtual preview of how interactions work in VR.
The aim of this thesis and the Bhelo project is to explore innovative ways of improving education through inclusivity and multimodal interactions. A survey of 94 participants, aged 20-34, with different nationalities and fields of expertise, supported this focus. The results showed a strong demand for educational content (38.2%), followed by interest in workspaces (21.6%) and spatial experiences or virtual travel (20.6%). These findings underline the relevance of prioritizing educational content and interactions, in line with the broader objectives of this research and project.
While Bhelo is designed to be flexible, it explicitly targets three key demographic groups. By targeting these groups, Bhelo aims to create a system that adapts to different learning needs, with the aim of making education accessible to all. Bhelo is designed to adapt to various educational contexts, from schools to corporate training and lifelong learning. Its modular structure allows for scalability, ensuring that the system evolves alongside the changing needs of learners and educators.
Kinesthetic Learners: Representing 72.4% of the population, these users benefit from hands-on, movement-based learning experiences.3
Non-Read/Write Learners: Approximately 41.4% of users who do not prefer the read/write modality require alternative methods of engagement.4
Individuals with Dyslexia/ADHD: In Germany alone, 7% of the population faces restricted or no access to the read/write modality due to dyslexia.5 This percentage varies by country and diagnostic criteria, highlighting the need for inclusive tools.
The market for AR and VR has experienced significant growth since 2019, supported by earlier projections. In 2018, VR revenues were reported at $3.6 billion.7 At the time, the forecast for 2019 projected revenues to reach $3.3 billion.7 However, the actual revenue in 2019 exceeded expectations, reaching $3.9 billion.8
By 2025, the global AR and VR market is projected to reach $46.6 billion, with an annual growth rate (CAGR) of 7.42% through 2029.9 The education sector, in particular, is seeing rapid adoption of these technologies, with the AR and VR education market expected to grow from $11.9 billion in 2023 to $75 billion by 2033.10
While the hardware market for VR is reaching saturation, the software market remains a key growth area. The development of educational content and applications is still relatively underexplored compared to other industries.
Cambridge Dictionary. (n.d.). Definition of future. Retrieved June 28, 2019, from https://dictionary.cambridge.org/dictionary/english-german/future
Online Etymology Dictionary. (n.d.). Definition of future. Retrieved June 28, 2019, from https://www.etymonline.com/word/future
Online Etymology Dictionary. (n.d.). Definition of bheue. Retrieved June 28, 2019, from https://www.etymonline.com/word/*bheue-
Cambridge Dictionary. (n.d.). Definition of learn. Retrieved June 28, 2019, from https://dictionary.cambridge.org/dictionary/english-german/learn
Online Etymology Dictionary. (n.d.). Definition of learn. Retrieved June 28, 2019, from https://www.etymonline.com/word/learn
Online Etymology Dictionary. (n.d.). Definition of lois. Retrieved June 28, 2019, from https://www.etymonline.com/word/*lois-
Viar 360. (2019). Virtual reality market size in 2018 with forecast for 2019. Retrieved July 4, 2019, from https://www.viar360.com/virtual-reality-market-size-2018/
Statista. (2020). Virtual reality market revenue in 2019. Retrieved May 8, 2025, from https://www.statista.com
Statista. (2025). AR & VR - Worldwide Market Forecast. Retrieved May 8, 2025, from https://www.statista.com/outlook/amo/ar-vr/worldwide
Market.us Scoop. (2024). AR and VR in Education Market News. Retrieved April 1, 2024, from https://scoop.market.us/ar-and-vr-in-education-market-news/