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Introduction to Multimodal Learning

Education has always been a cornerstone of societal progress, yet traditional systems often fall short in addressing the diverse needs of learners. For decades, the one-size-fits-all approach has dominated classrooms, prioritizing typographic learning over other modalities. While this method may work for some, it alienates those whose strengths lie outside conventional learning frameworks.

As the world grows more interconnected and complex, the limitations of such systems become increasingly apparent, leaving many learners disengaged and underserved.

A Call for Adaptability

Modern education requires the ability to adapt to the diversity of human cognition. Learning is deeply personal, shaped by individual strengths, preferences and experiences. Systems that fail to adapt risk excluding those who think differently, leaving untapped the potential of learners who thrive outside conventional frameworks. To create environments where all learners can succeed, education must prioritize inclusivity, flexibility and creativity.1

The VARK Model: A Framework for Multimodal Learning

The VARK model - Visual, Auditory, Read/Write and Kinesthetic - is a widely recognised framework that categorises the ways in which individuals prefer to learn. Developed by Neil Fleming, the model emphasises that learning is not a uniform process, but a highly individualised experience. By identifying and addressing these preferences, educators can create environments that foster deeper engagement and understanding.5

Visual Learners

Visual learners process information through imagery, charts, and diagrams. They excel at interpreting patterns, spatial layouts, and structured visuals that present the "big picture," such as infographics or mind maps.

Auditory Learners

These learners thrive on spoken communication. They absorb information through lectures, discussions, or audio formats like podcasts. Repetition and verbal cues help them process and retain knowledge effectively.

Read/Write Learners

Preferring text-heavy content, these learners excel through reading and writing. They often rely on note-taking, manuals, and essays to organize and reinforce their understanding, valuing clarity in written communication.

Kinesthetic Learners

Hands-on experiences and physical interaction are key for kinesthetic learners. They engage through simulations, experiments, or role-playing, connecting theory to practice through movement and tactile exploration.

Importance and CHALLENGES in addressing Multimodal EDUCATION

While some people have a dominant preference, many benefit from multimodal education, which combines different modalities to reinforce understanding. For example, a kinesthetic learner may better understand abstract concepts when paired with visual aids, while an auditory learner may retain more information by taking notes during a lecture.6 Traditional education systems often overlook the diversity of learning preferences, prioritizing text-heavy or auditory methods that suit a narrow range of learners. This lack of flexibility can alienate those who rely on other modalities, such as visual or kinesthetic learners, and increase the challenges for those with learning disabilities, such as dyslexia or ADHD.1  

The Role of Emerging Technologies in Education

echnological advancements have opened new doors for education, providing tools to create more dynamic, engaging, and personalized learning experiences. Virtual and augmented reality (VR/AR), for example, have shown the potential to immerse learners in environments tailored to their needs, leading to deeper understanding and retention.2 AR and VR also allow learners to interact with content in ways not possible in traditional classrooms, such as exploring abstract concepts through simulations or engaging in hands-on virtual exercises.4,7

By supporting independence and interactivity, these tools help learners take ownership of their education and tailor instruction to their unique preferences.5 These technologies enable immersive, personalized, flexible and more accessible learning experiences that traditional methods cannot achieve.

Virtual Reality (VR)

VR creates fully immersive environments where learners can engage with content in three-dimensional spaces. This is particularly beneficial for kinesthetic learners, as it allows them to interact with simulations and scenarios that mirror real-world experiences. For example, medical students can practice surgeries in a risk-free virtual environment, enhancing their skills without physical limitations.8

Augmented Reality (AR)

AR overlays digital elements onto the real world, enriching visual and spatial learning. It is especially effective for visual learners, as it provides interactive diagrams, models, and annotations that help conceptualize complex ideas. AR can also assist students with disabilities by offering real-time visual aids or translations.9

Artificial Intelligence (AI)

AI-powered tools analyze individual learning patterns and adapt content to suit each learner's needs. These systems can provide personalized feedback, recommend resources, and even predict areas where a student might struggle. AI fosters inclusivity by tailoring education to diverse cognitive and sensory preferences.10

By embracing these tools, educators can create environments where every student has the opportunity to thrive, regardless of their individual learning needs.

A Concept to Redefine Learning

What if education could adapt to every learner’s unique needs? In the next chapter, we dive into Bhelo, a first approach towards an immersive system designed to make learning inclusive and engaging. Explore how technology and creativity converge to rethink educational processes.

Bhelo Overview
Sources
  1. Bundesverband Legasthenie und Dyskalkulie e.V. (2018). Ratgeber zum Thema Legasthenie – Erkennen und Verstehen. Retrieved July 4, 2019, from https://www.bvl-legasthenie.de

  2. ClassVR. (2025). Benefits of virtual reality in education. Retrieved May 6, 2025, from https://www.classvr.com/benefits-of-virtual-reality-in-education/

  3. Esade. (2024). How AR and VR foster independence in education. Retrieved May 6, 2025, from https://www.esade.edu/beyond/en/virtual-reality-augmented-reality-education/

  4. Polygence. (2025). How AR and VR transform education. Retrieved May 6, 2025, from https://www.polygence.org/blog/benefits-ar-vr-education

  5. VARK. (2019). The VARK Modalities. Retrieved June 25, 2019, from http://vark-learn.com/introduction-to-vark/the-vark-modalities/

  6. VARK. (2019). VARK Statistics. Retrieved June 25, 2019, from http://vark-learn.com/introduction-to-vark/research-statistics/

  7. Esade. (2024). Virtual and augmented reality in education. Retrieved September 4, 2024, from https://www.esade.edu/beyond/en/virtual-reality-augmented-reality-education/

  8. Matsh.co. (2024). Emerging technologies in education: Statistics on AI and VR. Retrieved December 26, 2024, from https://www.matsh.co/en/statistics-on-ai-vr-adoption-in-education/

  9. Digital Media Academy. (2024). The future of learning: AI, augmented, and virtual reality. Retrieved March 21, 2024, from https://digitalmediaacademy.org/future-of-learning-vr-ar-classroom/

  10. eLearning Industry. (2023). AI and VR technology in education: The future of learning. Retrieved March 27, 2023, from https://elearningindustry.com/evolving-education-the-impact-of-ai-and-vr-technology-on-the-future-of-learning

Additional Sources
  1. Made by Dyslexia. (2019). Think Differently About Dyslexia. Retrieved June 26, 2019, from https://madebydyslexia.org

  2. GrowthJockey. (2025). Immersive technology in education. Retrieved April 24, 2025, from https://www.growthjockey.com/blogs/immersive-technology

  3. CAST. (2025). Universal Design for Learning Guidelines. Retrieved May 6, 2025, from https://www.cast.org/udl-guidelines

  4. Maschmann, M. C. (2017). Virtual Reality Blueprint. Printed in Poland by Amazon Fulfillment. ISBN: 9781521172452.

  5. Kim, G. J. (2005). Designing Virtual Reality Systems. Springer Verlag London. ISBN: 1-85233-958-6.

  6. Apple. (n.d.). UIKit documentation. Retrieved from https://developer.apple.com/documentation/uikit

  7. Blizzard Entertainment. (2020, August 16). The Making of Classic World of Warcraft | Behind the Scenes [Video]. YouTube. Retrieved from https://www.youtube.com/watch?v=LYxU7pIJHhk

  8. Meirelles, I. (2013). Design for Information. Rockport Publishers. ISBN: 978-1-59253-806-5.

  9. Spies, M. (2015). Branded Interactions. Thanes & Hudson Inc. ISBN: 978-0-500-51817-5.

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