Use traditional eLearning development for "run of the mill" theory.
Use VR/Full Immersion for practical learning only when necessary.
For users without VR, capture video out of VR and use it in eLearning.
Save cost and dev time across the board by sharing 3D assets.
Enhances learning only when and where it is specifically required.
Reduces time in a headset to short targeted modules, not a full course.