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 738

Special Issue Editors


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Guest Editor
School of Computer Science and Engineering, The University of New South Wales (UNSW), Sydney, NSW 2033, Australia
Interests: virtual and mixed reality; serious games; human–computer interaction; simulation; metaverse

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Guest Editor
Department of Arts, Design & Architecture, The University of New South Wales (UNSW), Sydney, NSW 2033, Australia
Interests: educational technology; assessment; virtual reality; immersive technologies

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 250 words) can be sent to the Editorial Office for assessment.

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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Published Papers (1 paper)

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Research

19 pages, 2278 KB  
Article
Virtual Reality and Digital Twins for Mechanical Engineering Lab Education: Applications in Composite Manufacturing
by Ali Darejeh, Guy Chilcott, Ebrahim Oromiehie and Sara Mashayekh
Educ. Sci. 2025, 15(11), 1519; https://doi.org/10.3390/educsci15111519 - 10 Nov 2025
Viewed by 483
Abstract
This study investigates the effectiveness of a virtual reality (VR) simulation for teaching the hand lay-up process in composite manufacturing within mechanical engineering education. A within-subjects experiment involving 17 undergraduate mechanical engineering students compared the VR-based training with conventional physical laboratory instruction. Task [...] Read more.
This study investigates the effectiveness of a virtual reality (VR) simulation for teaching the hand lay-up process in composite manufacturing within mechanical engineering education. A within-subjects experiment involving 17 undergraduate mechanical engineering students compared the VR-based training with conventional physical laboratory instruction. Task performance, cognitive load, and learner perceptions were measured using procedural accuracy scores, completion times, NASA-TLX workload ratings, and post-task interviews. Results indicated that while participants required more time to complete the task in VR, procedural accuracy was comparable between VR and physical labs. VR significantly reduced mental, physical, and effort-related demands but elicited higher frustration levels, primarily due to navigation challenges and motion discomfort. Qualitative feedback showed strong learner preference for VR, citing its hazard-free environment, repeatability, and step-by-step guidance. These findings suggest that VR offers a viable and pedagogically effective alternative or complement to traditional composite-manufacturing training, particularly in contexts where access to physical facilities is limited. Future work should examine long-term skill retention, incorporate haptic feedback for tactile realism, and explore hybrid models combining VR and physical practice to optimise learning outcomes. Full article
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