Contemporary Developments in Mixed, Augmented, and Virtual Reality: Implications for Teaching and Learning

A special issue of Virtual Worlds (ISSN 2813-2084).

Deadline for manuscript submissions: 30 April 2025 | Viewed by 1851

Special Issue Editors


E-Mail Website1 Website2
Guest Editor
National Institute of Education, Nanyang Technological University, Singapore 637616, Singapore
Interests: augmented reality/virtual reality and game-based learning; artificial intelligence; data science; the Internet of Things; neuroergonomics
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Systems Information Science—Media Architecture, Future University, Hakodate 041-8655, Japan
Interests: virtual reality; physiological data; education; constructionism; task design; robot mediated interactions
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

By their very nature, virtual environments and immersive worlds suggest affordances for learning that educators are particularly suited to speak towards, not least due to the potential for dynamic, embodied, and multisensory learning experiences to sit alongside field studies in the physical world. Such environments and their associated technologies are not new, having been marketed to consumers since at least the mid-2000s—and earlier if panoramic photographs are included.

Virtual environments are, however, enjoying a recent resurgence of interest, not only because of the recent pandemic but because of the introduction of the mixed reality headset from Apple in February 2024. In its marketing rhetoric, the company has appropriated the term ‘spatial computing’ from a seminal work by Shekhar et al. The latter define the term as referring to “the ideas, solutions, tools, technologies, and systems that transform our lives by creating a new understanding of locations–how we know, communicate, and visualize our relationship to locations and how we navigate through them”.

‘Spatial computing’ technologies therefore foreground the role of the body in meaning-making and creative expression. By allowing learners to engage with digital content overlaid on their physical surroundings, these devices facilitate an embodied, multisensory approach to learning that bridges the physical and psychological dimensions. Learners can leverage natural interactions and familiar environmental cues to construct personally relevant understandings, moving fluidly between consuming and producing knowledge artifacts in a shared hybrid space.

In this Special Issue, we seek academic and critical perspectives on the potential impact of such socio-technological developments on teaching and learning.

Therefore, we call for contributions that report studies on mixed, augmented, and virtual reality teaching/learning scenarios. This Special Issue helps to focus research on the utility of such learning environments. It also provides an opportunity to highlight what we already know in this field, which areas in the research landscape appear ripe for exploration at present, and what future developments can be expected.

Topics that would be of relevance to this Special Issue include, but are not limited to: 

  • Constructivist perspectives on the design of learning environments which leverage the affordances of mixed, augmented, and virtual reality;
  • Early initiatives in mixed, augmented, and virtual reality as a means of affording canvases of expression for learners;
  • Critical analyses of curriculum design paradigms which seek/have sought to incorporate mixed, augmented, and virtual reality; 
  • Perspectives on scaling learning interventions with mixed, augmented, and virtual reality; 
  • Open source data and the evolution of mixed, augmented, and virtual reality for learning.

You may choose our Joint Special Issue in Applied Sciences.

Dr. Kenneth Y T Lim
Dr. Michael Vallance
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 single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Virtual Worlds is an international peer-reviewed open access quarterly 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 1000 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

  • embodied cognition
  • immersive environments
  • spatial computing
  • teaching and learning

Benefits of Publishing in a Special Issue

  • Ease of navigation: Grouping papers by topic helps scholars navigate broad scope journals more efficiently.
  • Greater discoverability: Special Issues support the reach and impact of scientific research. Articles in Special Issues are more discoverable and cited more frequently.
  • Expansion of research network: Special Issues facilitate connections among authors, fostering scientific collaborations.
  • External promotion: Articles in Special Issues are often promoted through the journal's social media, increasing their visibility.
  • e-Book format: Special Issues with more than 10 articles can be published as dedicated e-books, ensuring wide and rapid dissemination.

Further information on MDPI's Special Issue polices can be found here.

Published Papers (2 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

Jump to: Other

14 pages, 2042 KiB  
Article
Augmented Reality in the Classroom—Mentor Teachers’ Attitudes and Technology Use
by Corinne Wyss and Kerstin Bäuerlein
Virtual Worlds 2024, 3(4), 572-585; https://doi.org/10.3390/virtualworlds3040029 - 13 Dec 2024
Viewed by 255
Abstract
The education sector is becoming increasingly interested in augmented reality (AR) technology. Research has revealed that AR offers a multitude of benefits in supporting learning. Nevertheless, the implementation of AR in the classroom remains limited. As teachers play a pivotal role in the [...] Read more.
The education sector is becoming increasingly interested in augmented reality (AR) technology. Research has revealed that AR offers a multitude of benefits in supporting learning. Nevertheless, the implementation of AR in the classroom remains limited. As teachers play a pivotal role in the integration of AR in the classroom, it is essential to understand their perspectives to comprehend the factors hindering the widespread adoption of AR at schools. However, few studies have explored teacher attitudes towards integrating AR into educational practice. The present questionnaire study thus seeks to elucidate the perspectives of 158 mentor teachers in German-speaking Switzerland on the implementation of AR in the classroom. The findings suggest that although mentor teachers have a moderately positive attitude towards AR, they have only limited experience with the technology and appear to lack the requisite technical and pedagogical skills and resources. Furthermore, certain teacher characteristics impact the perception of AR as a useful tool and its integration into teaching practice. Teachers seem to require enhanced information, training, and support if augmented reality (AR) is to become a prevalent feature in schools in the future. To this end, further studies need to consider teacher characteristics in more detail. Full article
Show Figures

Figure 1

Other

Jump to: Research

26 pages, 3041 KiB  
Systematic Review
Immersive Learning: A Systematic Literature Review on Transforming Engineering Education Through Virtual Reality
by Artwell Regis Muzata, Ghanshyam Singh, Mikhail Sergeevich Stepanov and Innocent Musonda
Virtual Worlds 2024, 3(4), 480-505; https://doi.org/10.3390/virtualworlds3040026 - 5 Nov 2024
Viewed by 1164
Abstract
Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experiences in addition to conventional classes. This paper presents a systematic [...] Read more.
Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experiences in addition to conventional classes. This paper presents a systematic literature review with an in-depth analysis of the changing environment of immersive learning. It discusses advantages and challenges, noting results from previous researchers. VR facilitates more profound knowledge and memory of complex subjects by allowing students to collaborate with digital structures, explore virtual landscapes, and participate in simulated experiments. Developing VR gear, like thin headsets and tactile feedback mechanisms, has democratised immersive engineering learning by making it more approachable and natural for a broader range of students. This study sheds light on the revolutionary potential of immersive learning via VR integration with new technologies in real-time education by examining current trends, discussing obstacles, and an outlook on future directions using the new Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). This study used four databases: Scopus, IEEE, Springer, and Google Scholar. During the selection, 24 articles were added during the review, and 66 studies were selected. It clarifies best practices for adopting VR-enhanced learning environments through empirical analysis and case studies, and it also points out directions for future innovation and growth in the field of immersive pedagogy. Full article
Show Figures

Figure 1

Back to TopTop