Redefining Education with Immersive Technologies: Transforming Education with AR and VR
A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "Technology Enhanced Education".
Deadline for manuscript submissions: 28 February 2026 | Viewed by 38
Special Issue Editors
Interests: virtual and mixed reality; serious games; human–computer interaction; simulation; metaverse
Special Issue Information
Dear Colleagues,
The rapid advancement of immersive technologies, particularly virtual reality (VR) and augmented reality (AR), is revolutionizing education by creating more engaging, interactive, and effective learning experiences. These technologies have the potential to bridge the gap between theoretical knowledge and practical application by offering realistic simulations, immersive storytelling, and experiential learning environments. From medical training and engineering simulations to historical recreations and language acquisition, VR and AR are redefining traditional education models.
This Special Issue, “Redefining Education with Immersive Technologies: Transforming Education with AR and VR”, seeks to explore the impact, challenges, and future directions of integrating AR and VR into education. We welcome original research, case studies, and critical reviews that investigate the pedagogical benefits, technological advancements, implementation strategies, and barriers associated with immersive learning environments.
Potential themes include, but are not limited to, the following:
- AR/VR applications in STEM, medical, and humanities education.
- Cognitive and psychological effects of immersive learning.
- Accessibility and inclusivity in AR/VR learning environments.
- AI-driven personalization in immersive education.
- AI-driven instructors in immersive environments.
- Evaluating learning outcomes in AR/VR-based education.
- Serious games designed for VR environments in STEM or medical science education.
- The application of immersive technologies in digital twins for educational purposes.
- Ethical considerations and challenges in immersive learning.
Submitted manuscripts should not have been published previously or be under consideration for publication elsewhere. All submissions will undergo a rigorous double-blind peer-review process. Accepted papers will be published continuously in the journal as soon as they are accepted.
We look forward to receiving your contributions to advance the field of immersive education.
Dr. Ali Darejeh
Dr. Sara Mashayekh
Guest Editors
Manuscript Submission Information
Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.
Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a double-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Education Sciences is an international peer-reviewed open access monthly journal published by MDPI.
Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.
Keywords
- virtual reality (VR)
- augmented reality (AR)
- immersive technologies
- serious games
- digital twin
- AI-driven personalization
- adaptive VR
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