Technology-Based Immersive Teaching and Learning

A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "Technology Enhanced Education".

Deadline for manuscript submissions: 15 November 2025 | Viewed by 3558

Special Issue Editors


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Guest Editor
ECP Laboratory, Lyon 2 University, 69007 Lyon, France
Interests: educational technology; VR; embodied cognition; distributed cognition
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Guest Editor

Special Issue Information

Dear Colleagues,

The Fourth Industrial Revolution (4IR) has ushered in innovative technologies that challenge traditional teaching methods. Technology-based immersive learning environments offer novel opportunities for educators and learners alike. However, understanding their cognitive and affective effects remains a critical area of research. For example, VR reduces the cognitive load by providing context-rich information and spatial cues. It also enhances motivation and the feeling of presence. Immersive learning leverages cutting-edge technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) to create an engaging interactive and immersive educational experience that captures the attention of learners. The experiential and embodied nature of immersive learning helps students retain information more effectively: they can explore real-world situations in virtual worlds, manipulate objects, and complete tasks, deepening their understanding of complex subjects. In this context, they learn by doing, making mistakes in a safe setting without real-world consequences.

This Special Issue welcomes the submission of articles that attempt to understand the effects of immersive environments on learning, regardless of the context. This involves the consideration of various factors that could enhance or deteriorate learning. We will also accept theoretical articles or literature reviews that seek to examine underexplored aspects of the effects of immersive environments on learning.

The scope of this Special Issue includes, but is not limited to, the following:

    • Immersive technology and embodied learning
    • Embodiment, enaction and distributed learning in immersive learning environments
    • Multisensory environments
    •  VR, AR, XR and cognitive load
    • VR, AR, XR and psychosocial factors (motivation, self-regulation, flow, etc.)
    • Teacher training programs
    • The Cognitive Affective Model of Immersive Learning (CAMIL)
    • STEM education
    • Medical education
    • Economic, cultural and technological barriers
    • Usability and accessibility
    • Immersive environments for K12, higher education and adult learning
    • Etc. 
  • Jongbloed, J., Chaker, R., & Lavoué, E. (2024). Immersive procedural training in virtual reality: A systematic literature review. Computers & Education.
  • Sandoval-Henríquez, F. J., Sáez-Delgado, F., & Badilla-Quintana, M. G. (2024). Systematic review on the integration of immersive technologies to improve learning in primary education. Journal of Computers in Education, 203, 1–18.
  • Chen, C. H., & Chu, Y. R. (2024). VR-assisted inquiry-based learning to promote students’ science learning achievements, sense of presence, and global perspectives. Education and Information Technologies, 1-21.
  • Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1-32.

Dr. Rawad Chaker
Dr. Maria Antonietta Impedovo
Guest Editors

Manuscript Submission Information

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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

  • immersive environments
  • embodiment
  • embodied learning
  • virtual reality
  • augmented reality
  • mixed reality
  • cognition
  • cognitive load
  • multisensory
  • teaching
  • procedural knowledge

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Published Papers (3 papers)

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Research

23 pages, 312 KiB  
Article
Virtual Reality as a Pedagogical Tool: Motivation and Perception in Teacher Training for Social Sciences and History in Primary Education
by Rafael Villena-Taranilla, Pascual D. Diago and Juan Carlos Colomer Rubio
Educ. Sci. 2025, 15(4), 493; https://doi.org/10.3390/educsci15040493 - 15 Apr 2025
Viewed by 546
Abstract
This study investigates the motivation of future primary education teachers when using virtual reality (VR) as a pedagogical tool for teaching Social Sciences and History. A total of 73 students participated, engaging with curricular content through an immersive experience designed to strengthen digital [...] Read more.
This study investigates the motivation of future primary education teachers when using virtual reality (VR) as a pedagogical tool for teaching Social Sciences and History. A total of 73 students participated, engaging with curricular content through an immersive experience designed to strengthen digital and methodological skills. Motivation was measured using a reduced version of the Instructional Material Motivational Survey (IMMS), assessing attention, relevance, confidence, and satisfaction. Additionally, an adaptation of the LOES-S questionnaire was used to analyze the perception of VR as a learning object in initial teacher training. On a Likert scale (1–5), the results showed a high overall motivation level (M=4.56, SD=0.26), with satisfaction (M=4.92, SD=0.20) being the most prominent factor. Relevance, however, received a lower score (M=4.36, SD=0.44), suggesting difficulty connecting immersive content with prior knowledge. In the LOES-S questionnaire, engagement (M=4.88, SD=0.27) was the highest-rated construct, indicating strong emotional and motivational involvement. No significant gender differences were found, emphasizing the inclusive nature of VR. This study highlights the potential of VR to enhance teacher training, motivation, digital competencies, and innovative methodologies, while underscoring the need for effective pedagogical design to optimize its educational impact. Full article
(This article belongs to the Special Issue Technology-Based Immersive Teaching and Learning)
27 pages, 11590 KiB  
Article
Transforming Medical Education Through Intelligent Tools: A Bibliometric Exploration of Digital Anatomy Teaching
by Salvatore Pezzino, Tonia Luca, Mariacarla Castorina, Stefano Puleo and Sergio Castorina
Educ. Sci. 2025, 15(3), 346; https://doi.org/10.3390/educsci15030346 - 11 Mar 2025
Viewed by 647
Abstract
The teaching of human anatomy is experiencing significant transformation. Particularly in recent years, incorporating new digital technologies has drastically changed the approach to education. Our bibliometric study aims to investigate trends and issues from 2004 to 2024 related to digital technology in human [...] Read more.
The teaching of human anatomy is experiencing significant transformation. Particularly in recent years, incorporating new digital technologies has drastically changed the approach to education. Our bibliometric study aims to investigate trends and issues from 2004 to 2024 related to digital technology in human anatomy teaching. The publication trend in the field has steadily increased over the years, peaking in 2022 and declining in 2023. Despite the limited statistics for 2024, we do not project an exponential increase in publications. Co-citation analysis identified notable references that significantly influenced the field, emphasizing modernization through innovative methodologies. Leading a significant portion of global collaboration, the United States promoted robust multilateral partnerships. Co-occurrence word analysis highlighted the merging of current technology with student-centered learning approaches, reflecting a shift towards more interactive and immersive learning experiences. Thematic map analysis identified distinct research areas with emerging or declining themes. The analysis of topic trends over the last five years revealed a persistent interest in terms like “palmar” and “carpal”, as well as innovative technologies like “cone beam computed tomography”, “augmented reality”, and “virtual reality”. Our bibliometric study revealed a sector in constant transformation, presenting a scenario where integrating technology with traditional teaching methods could enhance medical students’ comprehension of human anatomy. On the other hand, it also highlighted the anticipated challenges of ensuring equal access to cutting-edge technology, providing sufficient training for academic staff, and addressing emerging ethical issues. Full article
(This article belongs to the Special Issue Technology-Based Immersive Teaching and Learning)
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27 pages, 3152 KiB  
Article
Innovative Integration of Poetry and Visual Arts in Metaverse for Sustainable Education
by Ji-yoon Kim and Han-sol Kim
Educ. Sci. 2024, 14(9), 1012; https://doi.org/10.3390/educsci14091012 - 15 Sep 2024
Cited by 2 | Viewed by 1532
Abstract
The rapid advancement of digital technology has necessitated a reevaluation of traditional educational methodologies, particularly in literature and visual arts. This study investigates the application of metaverse technology to integrate contemporary poetry and visual arts, aiming to enhance university-level education. The purpose is [...] Read more.
The rapid advancement of digital technology has necessitated a reevaluation of traditional educational methodologies, particularly in literature and visual arts. This study investigates the application of metaverse technology to integrate contemporary poetry and visual arts, aiming to enhance university-level education. The purpose is to develop a convergent teaching method that leverages the immersive and interactive capabilities of the metaverse. The research involves a joint exhibition project with students from Sangmyung University and international participants, incorporating a metaverse-based educational program. A sample of 85 students participated in the program, and their experiences were evaluated through surveys and focus group interviews (FGIs). The findings reveal significant correlations between content satisfaction and method satisfaction, underscoring the importance of engaging and interactive methods. The study also identifies technical challenges and provides insights for optimizing digital platforms for educational purposes. The implications suggest that integrating metaverse technology in arts education can significantly enhance creativity, critical thinking, and interdisciplinary skills, offering a sustainable and innovative approach to modern education. Based on these implications, this paper proposes methods for incorporating the insights gained from case analyses and implications into the design of educational programs. It is anticipated that this approach will contribute to enhancing the quality of convergence education in higher education institutions. Furthermore, it is expected that this program will serve as a starting point for the systematic implementation of integrated education and the use of digital platforms, thereby helping to reduce disparities in integrated education between countries. Full article
(This article belongs to the Special Issue Technology-Based Immersive Teaching and Learning)
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