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According to Karen McMenemy, Virtual Reality is a computer-generated 3D environment within which users can participate in real time and experience a sensation of being there. It can also go by different name such as augmented reality, spatial reality, mixed reality, collaborative reality and even tangible reality.
Virtual Reality is often used in education and training. Especially nowadays, in medicine, future surgeons are get to practice on imaginary patients. With the help of Virtual Reality glasses, the whole body parts of a person, can be seen by just few hand motions.
Virtual Reality tools are also very handy in architecture. Without actually building the whole structure, we can easily visualize the building and even see it from all perspectives, rotate it and get a full comprehension of its 3D construction.

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Gamification is using game-based elements such as points, leaderboard, badgets, goals, feedback, rewards, progress, challenge and story/theme in a non-game purpose.
Gamification of learning is the application of cognitive psychology and game-based rules to learning systems. In other saying, engaging people by letting them have fun.
There are two very succesfull firms that have achieved this and they are Codecademy and Duolingo.

Codecademy company is teaching many people beneficial, valuable, directly applicable skills that could conveniently be converted to job offers or salary raises. As a part of the courses, the company uses the work of students. It teaches them various programming languages and then uses them online for fixing codes and finding bugs in different softwares. Codecademy interface features a text editor in the center and the terminal on top right of the page. Each lesson is fragmentized into small exercises. Right after a new function or a new concept is introduced, users can implement it. In this way it can be ensured that the knowledge is retrained. Since the courses are broken down into short pieces, it makes it easy to proceed. Each exercise consists of two main bodies; instructions and command window. Instructions are given on the left side. The command window is on the right of the page. The window prompts with a command in that the user enters code and runs. In some exercises, there is a ready code to get you started. Once you run it, you can see the error and fix it. Other times users have to write all the code from scratch. The system uses gamification; when a section is finished, users earns a badge. It encourages and motivates the students to proceed further. The social game layers make users continue longer and learn more. After each section, you have a project to code e.g. blackjack.

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Asynchronous E-Learning means not synchronized; that is, the lectures not occurring at predetermined or regular intervals. In other words, each person takes online courses on their own time table.

On the other hand, Synchronous E-Learning is synchronized lectures. Meaning that, everyone takes the course at the same time. It doesn't necessarily need to be like traditional learning in a classroom with a teacher but it can be a live video that everyone connects such as a conference call.

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Distance learning is a way of learning remotely without actually being in a classroom with a teacher. Since the Massive Online Open Courses (MOOCs) revolution, distance learning has become quite trendy among college students.
Many websites have been launched such as Coursera, EdX, Udemy, MIT OpenCourseWare, etc. They brought so much easeness to our lives. Student can choose their courses and determine when they take them.
Additionally, one of the reasons students prefer distance learning is that it is a very efficient way for learning since each student proceeds at their own pace in which they are comfortable with. during their learning procedure, they create a lot of data. With the amount of data within easy reach, customized programs for each individual student could be designed, even for universities with 10.000 students. Planning individual programs for every student is very unlikely to be done by one professor. Therefore, it can be said that, in a way, distance learning facilitated that education curriculum is shaped according to students.

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Blended learning is a mixture of traditional face-to-face learning and e-learning. There are two very popular ways that blended learning is practiced. One of them is that students have the lecture in classrooms and have their assignments, exams, projects etc. online. The other one is that they take the course online and meet up their professors for discussion.
With the emergence of MOOCs, a vast number of students, all around the world, enrolled to one course. Involuntarily each student left a trace in their profiles. How much time they require to finish an assignment, do they repeat the vido lectture again, etc. Taking these information into consideration they shaped their curriculum.
This personalization can also be done by blended learning; online and offline learning hand-to-hand. Students follow the courses that they are interested in while having the offline help by professors. Rasmussen College published a study in February 2014 which compares the online and offline learning in order to understand which one fits best for which student. They take into account that online learning offers for every student to engage with the course materials. They concluded that blended learning is the best approach. However it needs to be tailored based on the student.