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18 pages, 569 KiB  
Review
Integrating Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, and Simulation-Based Systems into Fire and Rescue Service Training: Current Practices and Future Directions
by Dusan Hancko, Andrea Majlingova and Danica Kačíková
Fire 2025, 8(6), 228; https://doi.org/10.3390/fire8060228 - 10 Jun 2025
Cited by 1 | Viewed by 1614
Abstract
The growing complexity and risk profile of fire and emergency incidents necessitate advanced training methodologies that go beyond traditional approaches. Live-fire drills and classroom-based instruction, while foundational, often fall short in providing safe, repeatable, and scalable training environments that accurately reflect the dynamic [...] Read more.
The growing complexity and risk profile of fire and emergency incidents necessitate advanced training methodologies that go beyond traditional approaches. Live-fire drills and classroom-based instruction, while foundational, often fall short in providing safe, repeatable, and scalable training environments that accurately reflect the dynamic nature of real-world emergencies. Recent advancements in immersive technologies, including virtual reality (VR), augmented reality (AR), mixed reality (MR), extended reality (XR), and simulation-based systems, offer promising alternatives to address these challenges. This review provides a comprehensive overview of the integration of VR, AR, MR, XR, and simulation technologies into firefighter and incident commander training. It examines current practices across fire services and emergency response agencies, highlighting the capabilities of immersive and interactive platforms to enhance operational readiness, decision-making, situational awareness, and team coordination. This paper analyzes the benefits of these technologies, such as increased safety, cost-efficiency, data-driven performance assessment, and personalized learning pathways, while also identifying persistent challenges, including technological limitations, realism gaps, and cultural barriers to adoption. Emerging trends, such as AI-enhanced scenario generation, biometric feedback integration, and cloud-based collaborative environments, are discussed as future directions that may further revolutionize fire service education. This review aims to support researchers, training developers, and emergency service stakeholders in understanding the evolving landscape of digital training solutions, with the goal of fostering more resilient, adaptive, and effective emergency response systems. Full article
(This article belongs to the Special Issue Firefighting Approaches and Extreme Wildfires)
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28 pages, 5598 KiB  
Article
Integrating Virtual Reality to Enhance Thermal Comfort in Educational Spaces: A Pilot Study Towards Sustainable Learning Environments
by Rund Hiyasat, Laurens Luyten and Lindita Bande
Sustainability 2025, 17(11), 5033; https://doi.org/10.3390/su17115033 - 30 May 2025
Cited by 1 | Viewed by 592
Abstract
This pilot study explores the use of Virtual Reality (VR) to enhance perceived thermal comfort (TC) within educational settings, where physical modifications to classrooms are often limited. As sustainability becomes a priority in building design, VR and Immersive Virtual Environments (IVE) offer an [...] Read more.
This pilot study explores the use of Virtual Reality (VR) to enhance perceived thermal comfort (TC) within educational settings, where physical modifications to classrooms are often limited. As sustainability becomes a priority in building design, VR and Immersive Virtual Environments (IVE) offer an innovative approach to optimizing user comfort without altering physical conditions. This study investigates how VR influences comfort perception through qualitative data collected from semi-structured interviews with four architecture students who attended academic presentations in a VR setting. Thematic analysis identified key factors affecting user experience, including visual satisfaction, physical discomfort, engagement, and perceived shifts in comfort parameters. Results indicate that VR environments featuring natural and calming visual elements can enhance perceived TC by reducing stress and increasing focus. However, challenges such as device discomfort, visual limitations, and distractions from non-task-related virtual elements were also noted. Findings highlight the importance of aligning visual elements with task requirements, optimizing brightness for engagement, and ensuring better connectivity between VR settings and real-world surroundings. As a pilot study, these findings provide preliminary insights into VR’s potential to support user comfort and engagement in student-centered learning environments, particularly in automated climate-controlled spaces with limited user control, laying the groundwork for future research. Full article
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16 pages, 749 KiB  
Article
The Use of 360-Degree Video to Reduce Anxiety and Increase Confidence in Mental Health Nursing Students: A Mixed Methods Preliminary Study
by Caroline Laker, Pamela Knight-Davidson and Andrew McVicar
Nurs. Rep. 2025, 15(5), 157; https://doi.org/10.3390/nursrep15050157 - 30 Apr 2025
Viewed by 427
Abstract
Background: Stress affects 45% of NHS staff. More research is needed to explore how to develop resilient mental health nurses who face multiple workplace stressors, including interacting with distressed clients. Higher Education Institutions are uniquely placed to introduce coping skills that help reduce [...] Read more.
Background: Stress affects 45% of NHS staff. More research is needed to explore how to develop resilient mental health nurses who face multiple workplace stressors, including interacting with distressed clients. Higher Education Institutions are uniquely placed to introduce coping skills that help reduce anxiety and increase confidence for pre-registration nurses entering placements for the first time. Methods: A convenience sample of first year mental health student nurses (whole cohort), recruited before their first clinical placement, were invited to participate. Following a mixed methods design, we developed a 360-degree virtual reality (VR) video, depicting a distressed service user across three scenes, filmed in a real-life decommissioned in-patient ward. Participants followed the service user through the scenes, as though in real life. We used the video alongside a cognitive reappraisal/solution-focused/VERA worksheet and supportive clinical supervision technique to explore students’ experiences of VR as an educative tool and to help build emotional coping skills. Results: N = 21 mental health student nurses were recruited to the study. Behavioural responses to the distressed patient scenario were varied. Students that had prior experience in health work were more likely to feel detached from the distress of the service user. Although for some students VR provided a meaningful learning experience in developing emotional awareness, other students felt more like a ‘fly on the wall’ than an active participant. Empathetic and compassionate responses were strongest in those who perceived a strong immersive effect. Overall, the supportive supervision appeared to decrease the anxiety of the small sample involved, but confidence was not affected. Conclusion: The use of 360-degree VR technology as an educative, classroom-based tool to moderate anxiety and build confidence in pre-placement mental health nursing students was partially supported by this study. The effectiveness of such technology appeared to be dependent on the degree to which ‘immersion’ and a sense of presence were experienced by students. Our cognitive reappraisal intervention proved useful in reducing anxiety caused by ‘the patient in distress scenario’ but only for students who achieved a deep immersive effect. Students with prior exposure to distressing events (in their personal lives and in clinical settings) might have developed other coping mechanisms (e.g., detachment). These findings support the idea that ‘presence’ is a subjective VR experience and can vary among users. Full article
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18 pages, 636 KiB  
Article
Investigating Factors Influencing Preservice Teachers’ Intentions to Adopt Virtual Reality: A Mixed-Methods Study
by Jung Won Hur
Virtual Worlds 2025, 4(2), 12; https://doi.org/10.3390/virtualworlds4020012 - 26 Mar 2025
Viewed by 605
Abstract
As virtual reality (VR) becomes increasingly integrated into educational settings, understanding preservice teachers’ (PSTs) perceptions and training needs is crucial for effective classroom implementation. Although existing research emphasizes VR’s educational benefits, limited studies have explored how direct, hands-on VR experiences impact PSTs’ intentions [...] Read more.
As virtual reality (VR) becomes increasingly integrated into educational settings, understanding preservice teachers’ (PSTs) perceptions and training needs is crucial for effective classroom implementation. Although existing research emphasizes VR’s educational benefits, limited studies have explored how direct, hands-on VR experiences impact PSTs’ intentions to adopt this technology. This mixed-methods study addresses this gap by examining factors influencing PSTs’ willingness to adopt VR and identifying challenges hindering adoption following immersive VR activities using Oculus Quest. Structural equation modeling (SEM) analysis indicated that perceived usefulness and enjoyment directly influenced PSTs’ intentions to adopt VR, whereas self-efficacy indirectly influenced intentions through perceived usefulness. Qualitative findings revealed that PSTs’ initial reluctance to adopt VR, primarily due to low self-efficacy and limited VR knowledge, decreased after hands-on experiences, leading to increased willingness to integrate VR into their teaching practices. However, concerns regarding VR’s appropriateness for young learners, potential health risks such as motion sickness, and classroom management challenges persisted. These results underscore the need for targeted VR training in teacher education programs, focusing on enhancing PSTs’ perceived benefits, enjoyment, and self-efficacy while addressing pedagogical and health-related barriers. Full article
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55 pages, 4454 KiB  
Article
The Future of Education: A Multi-Layered Metaverse Classroom Model for Immersive and Inclusive Learning
by Leyli Nouraei Yeganeh, Nicole Scarlett Fenty, Yu Chen, Amber Simpson and Mohsen Hatami
Future Internet 2025, 17(2), 63; https://doi.org/10.3390/fi17020063 - 4 Feb 2025
Cited by 7 | Viewed by 5771
Abstract
Modern education faces persistent challenges, including disengagement, inequitable access to learning resources, and the lack of personalized instruction, particularly in virtual environments. In this perspective, we envision a transformative Metaverse classroom model, the Multi-layered Immersive Learning Environment (Meta-MILE) to address these critical issues. [...] Read more.
Modern education faces persistent challenges, including disengagement, inequitable access to learning resources, and the lack of personalized instruction, particularly in virtual environments. In this perspective, we envision a transformative Metaverse classroom model, the Multi-layered Immersive Learning Environment (Meta-MILE) to address these critical issues. The Meta-MILE framework integrates essential components such as immersive infrastructure, personalized interactions, social collaboration, and advanced assessment techniques to enhance student engagement and inclusivity. By leveraging three-dimensional (3D) virtual environments, artificial intelligence (AI)-driven personalization, gamified learning pathways, and scenario-based evaluations, the Meta-MILE model offers tailored learning experiences that traditional virtual classrooms often struggle to achieve. Acknowledging potential challenges such as accessibility, infrastructure demands, and data security, the study proposed practical strategies to ensure equitable access and safe interactions within the Metaverse. Empirical findings from our pilot experiment demonstrated the framework’s effectiveness in improving engagement and skill acquisition, with broader implications for educational policy and competency-based, experiential learning approaches. Looking ahead, we advocate for ongoing research to validate long-term learning outcomes and technological advancements to make immersive learning more accessible and secure. Our perspective underscores the transformative potential of the Metaverse classroom in shaping inclusive, future-ready educational environments capable of meeting the diverse needs of learners worldwide. Full article
(This article belongs to the Special Issue Human-Centered Artificial Intelligence)
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19 pages, 7445 KiB  
Article
VR-Based Teacher Training Environments: A Systematic Approach for Defining the Optimum Appearance of Virtual Classroom Environments
by Kalliopi Evangelia Stavroulia, Evangelia Baka and Andreas Lanitis
Virtual Worlds 2025, 4(1), 6; https://doi.org/10.3390/virtualworlds4010006 - 1 Feb 2025
Cited by 1 | Viewed by 1859
Abstract
Virtual Reality (VR) technology has the potential to provide end-user teachers with highly engaging and immersive experiences that reflect real-life classroom challenges and, at the same time, offer a safe space for hands-on practice and experimentation, allowing mistakes without potential consequences to the [...] Read more.
Virtual Reality (VR) technology has the potential to provide end-user teachers with highly engaging and immersive experiences that reflect real-life classroom challenges and, at the same time, offer a safe space for hands-on practice and experimentation, allowing mistakes without potential consequences to the class or the fear of affecting actual students. The appearance of the virtual environment is a significant component of user experience, and a carefully designed virtual environment customized to meet the needs of end-users can considerably enhance their experience. This paper aims to reflect on the co-design journey of a VR-based teacher training solution designed by teachers, for teachers. Teachers were actively engaged as co-designers throughout all phases of design—conceptualization, development, testing, and iteration—to ensure that the final VR training tool is aligned with their actual needs and preferences, maximizing the added value and acceptance of the virtual solution. The paper presents findings from a series of user engagement activities, highlighting the diverse perspectives of teachers and the design insights gained from their involvement. Teachers who spend a significant amount of time in classrooms may benefit more from an imaginative space rather than a standard classroom environment. The findings indicate that imaginary virtual classroom settings generate high levels of presence, indicating that users may look for experiences that break from the ordinary. Full article
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20 pages, 4168 KiB  
Article
Immersive Haptic Technology to Support English Language Learning Based on Metacognitive Strategies
by Adriana Guanuche, Wilman Paucar, William Oñate and Gustavo Caiza
Appl. Sci. 2025, 15(2), 665; https://doi.org/10.3390/app15020665 - 11 Jan 2025
Viewed by 1371
Abstract
One of the most widely used strategies for learning support is the use of Information and Communication Technologies (ICTs), due to the variety of applications and benefits they provide in the educational field. This article describes the design and implementation of an immersive [...] Read more.
One of the most widely used strategies for learning support is the use of Information and Communication Technologies (ICTs), due to the variety of applications and benefits they provide in the educational field. This article describes the design and implementation of an immersive application supported by Senso gloves and 3D environments for learning English as a second language in Ecuador. The following steps should be considered for the app design: (1) the creation of a classroom with characteristics similar to a real classroom and different buttons to navigate through the scenarios; (2) the creation of a virtual environment where text, images, examples, and audio are added according to the grammatical topic; (3) the creation of a dynamic environment for assessment in which multiple choice questions are interacted with, followed by automatic grading with direct feedback. The results showed that the interaction between the physical and virtual environment through navigation tests with the glove in different 3D environments achieved a complete activation and navigation rate. Teachers showed a clear interest in using the application in their classes as an additional teaching tool to complement the English language teaching process, given that it can increase motivation and memorization in students, as it is an easy-to-use application, and the 3D environments designed are attractive, which would make classes more dynamic. In addition, the availability of the application at any place and time represents a support for the current academic community as it adapts to the needs of today’s world. Full article
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44 pages, 7513 KiB  
Review
Solving the Chemistry Puzzle—A Review on the Application of Escape-Room-Style Puzzles in Undergraduate Chemistry Teaching
by Marissa Lorrene Clapson, Shauna Schechtel, Emma Davy and Connor Skye Durfy
Educ. Sci. 2024, 14(12), 1273; https://doi.org/10.3390/educsci14121273 - 21 Nov 2024
Cited by 2 | Viewed by 4306
Abstract
Active learning techniques are taking the classroom by storm. Numerous research articles have highlighted the benefits of active learning techniques on student understanding, knowledge retention, problem solving, and teamwork. One avenue to introduce active learning into the classroom is the gamification of course [...] Read more.
Active learning techniques are taking the classroom by storm. Numerous research articles have highlighted the benefits of active learning techniques on student understanding, knowledge retention, problem solving, and teamwork. One avenue to introduce active learning into the classroom is the gamification of course learning content. Educational escape rooms are one such example in which students solve a series of puzzles related to course content to “escape” within a set time frame. Escape games play an interesting role in motivating students, building communication skills and allowing for multimodal learning, having been shown to increase students’ test results and enjoyment of the course content. In lieu of the traditional escape room format, a fully immersive room(s) with classical escape room puzzles (finding items, riddles, alternative locking mechanisms) is used alongside learning activities, and educators have begun to develop truncated activities for easier applications in larger classrooms. In this review, we explore several escape room activities: immersive, paper-based, Battle Boxes, condensed escape activities, and online/virtual, providing examples of the types of puzzles included therein. We similarly discuss the creation of escape room materials and recommendations for the interested educator, as well as the learning benefits of engaging in puzzle development. Finally, we provide an overview on methods to assess active learning through escape rooms, establishing an overview of empirical evidence towards their effectiveness as a learning tool. Full article
(This article belongs to the Special Issue The Power of Play: Gamification for Engaging and Effective Learning)
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19 pages, 3185 KiB  
Article
Immersive Virtual Reality: A Novel Approach to Second Language Vocabulary Acquisition in K-12 Education
by Mohammed Alfadil
Sensors 2024, 24(22), 7185; https://doi.org/10.3390/s24227185 - 9 Nov 2024
Cited by 4 | Viewed by 3111
Abstract
Today, immersive virtual reality (IVR) is increasing in popularity in a broad range of fields, including science, pedagogy, engineering and so forth. Therefore, this study discusses the Unified Theory of Acceptance and Use of Technology (UTAUT), which can be used to examine the [...] Read more.
Today, immersive virtual reality (IVR) is increasing in popularity in a broad range of fields, including science, pedagogy, engineering and so forth. Therefore, this study discusses the Unified Theory of Acceptance and Use of Technology (UTAUT), which can be used to examine the factors that influence the adoption of immersive VR in the classroom, particularly in second language (L2) vocabulary acquisition. The sample for this study included 32 intermediate students and their teacher. For the purpose of evaluation, the researcher used partial least squares structural equation modelling (PLS-SEM) techniques to analyze the results. The findings of the students’ survey showed that performance expectancy, effort expectancy and social influence were seen to have had a positive impact on the intention to use immersive VR. Likewise, the findings indicated that facilitating conditions were seen to have had a positive impact on the use behavior of actually using immersive VR, whereas behavioral intentions did not. In addition, the teacher’s survey demonstrated a favorable view regarding the potential of immersive VR technology to support teaching L2 vocabulary acquisition. This particular study encouraged educators and educational technologists to utilize immersive VR games as a teaching–learning tool to reduce the challenge of L2 vocabulary acquisition. Full article
(This article belongs to the Section State-of-the-Art Sensors Technologies)
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20 pages, 8044 KiB  
Review
Affective Computing in Augmented Reality, Virtual Reality, and Immersive Learning Environments
by Georgios Lampropoulos, Pablo Fernández-Arias, Álvaro Antón-Sancho and Diego Vergara
Electronics 2024, 13(15), 2917; https://doi.org/10.3390/electronics13152917 - 24 Jul 2024
Cited by 14 | Viewed by 2700
Abstract
As students’ affective states can differ between learning that occurs in traditional classrooms when compared with learning that takes place in extended reality and immersive learning environments, it is important to examine the role of affective computing. Therefore, this study aims to provide [...] Read more.
As students’ affective states can differ between learning that occurs in traditional classrooms when compared with learning that takes place in extended reality and immersive learning environments, it is important to examine the role of affective computing. Therefore, this study aims to provide an overview regarding the use of affective computing in the context of augmented reality, virtual reality, and immersive learning environments and the metaverse. Hence, it examines and presents the state of the art through a review and bibliometric analysis of 188 documents of the existing literature from Scopus and Web of Science (WoS) from 2005 to 2023. The study follows the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) statement to identify and select relevant to the topic documents. In addition to the analysis of the existing literature, emerging topics and themes are identified and future research directions are presented. The significant role of affective computing within augmented reality and virtual reality environments arose. Their ability to offer engaging and interactive learning experiences while also being able to recognize, monitor, and respond to students’ affective states and to consider their emotions, personalities, characteristics, knowledge, and preferences to provide adaptive and personalized learning was evident. Additionally, their potential to enrich educational activities, increase learning outcomes, and support special education emerged. When augmented reality, virtual reality, and immersive learning environments capitalize on affective computing, meaningful learning can occur and self-regulated learning can be promoted. Full article
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16 pages, 921 KiB  
Article
Evaluations of Virtual and Augmented Reality Technology-Enhanced Learning for Higher Education
by Jia Yi Wong, Abu Bakr Azam, Qi Cao, Lihui Huang, Yuan Xie, Ingrid Winkler and Yiyu Cai
Electronics 2024, 13(8), 1549; https://doi.org/10.3390/electronics13081549 - 18 Apr 2024
Cited by 17 | Viewed by 3447
Abstract
Virtual reality (VR) has good potential to promote technology-enhanced learning. Students can benefit from immersive visualization and intuitive interaction in their learning of abstract concepts, complex structures, and dynamic processes. This paper is interested in evaluating the effects of VR learning games in [...] Read more.
Virtual reality (VR) has good potential to promote technology-enhanced learning. Students can benefit from immersive visualization and intuitive interaction in their learning of abstract concepts, complex structures, and dynamic processes. This paper is interested in evaluating the effects of VR learning games in a Virtual and Augmented Reality Technology-Enhanced Learning (VARTeL) environment within an engineering education setting. A VARTeL flipped classroom is established in the HIVE learning hub at Nanyang Technological University (NTU) Singapore for the immersive and interactive learning. Experiments are designed for the university students conducting the learning, with three interactive and immersive VR games related to science, technology, engineering and mathematics (STEM), i.e., virtual cells, a virtual F1 racing car, and vector geometry. These VR games are a part of the VARTeL apps designed in-house at NTU for STEM education. Quantitative and qualitative analyses are performed. A total of 156 students from Mechanical Engineering participated in the experiment. There are 15 participants selected for an interview after the experiment. Pre-tests and post-tests are performed using two different models, the developed VARTeL and the modified Technology-Rich Outcome-Focused Learning Environment Inventory (TROFLEI), in order to measure the efficiency of the VARTeL environment in Higher Education. Significant improvements of about 24.8% are observed for the post-tests over the pre-tests, which illustrate the effectiveness of the VARTeL for Engineering education. Details of the VR simulation games, methods of data collection, data analyses, as well as the experiment results are discussed. It is observed from the results that all the underlying scales of the modified TROFLEI are above the threshold for the ‘Good’ category, indicating that a very reliable questionnaire is designed in this research. The mean ‘Ideal’ values are about 0.7–2.6% higher than the mean ‘Actual’ values. The limitations of the experiment and future works with recommendations are also presented in this paper. Full article
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13 pages, 888 KiB  
Article
A Comparative Study of Real and Virtual Environment via Psychological and Physiological Responses
by Carmen Llinares, Juan Luis Higuera-Trujillo and Antoni Montañana
Appl. Sci. 2024, 14(1), 232; https://doi.org/10.3390/app14010232 - 27 Dec 2023
Cited by 7 | Viewed by 3185
Abstract
Currently, immersive virtual environments (IVE) are widely used in fields such as architecture and environmental psychology. These simulated environments allow for a detailed evaluation of how different designs impact users’ perception and interaction with the built environment, under controlled conditions and without incurring [...] Read more.
Currently, immersive virtual environments (IVE) are widely used in fields such as architecture and environmental psychology. These simulated environments allow for a detailed evaluation of how different designs impact users’ perception and interaction with the built environment, under controlled conditions and without incurring high costs. The validity of these IVEs is related to their capacity to evoke a participant’s response similar to that of the space they are simulating. This paper presents a validation study of a virtual classroom with two phases: the analysis of the sense of presence in the generated IVE and the comparison of the psychological and neurophysiological response of subjects in the two environments (physical vs. IVE). The psychological response captures cognitive processes via the performance of attention and memory tasks. The physiological response records the subject’s activity monitored via electroencephalogram, electrocardiogram, and electrodermal activity. The results showed that the psychological and physiological responses in both environments (physical vs. IVE) were similar. This may be of interest to architecture researchers and professionals as they validate IVE systems as tools to study the effects of the built environment on users’ cognitive responses. Full article
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21 pages, 3585 KiB  
Article
Evaluating an Immersive Virtual Classroom as an Augmented Reality Platform in Synchronous Remote Learning
by Juan Fernando Flórez Marulanda, Cesar A. Collazos and Julio Ariel Hurtado
Information 2023, 14(10), 543; https://doi.org/10.3390/info14100543 - 4 Oct 2023
Cited by 8 | Viewed by 2808
Abstract
Previous research has explored different models of synchronous remote learning environments supported by videoconferencing and virtual reality platforms. However, few studies have evaluated the preference and acceptance of synchronous remote learning in a course streamed in an immersive or augmented reality platform. This [...] Read more.
Previous research has explored different models of synchronous remote learning environments supported by videoconferencing and virtual reality platforms. However, few studies have evaluated the preference and acceptance of synchronous remote learning in a course streamed in an immersive or augmented reality platform. This case study uses ANOVA analysis to examine engineering students’ preferences for receiving instruction during the COVID-19 pandemic in three classroom types: face-to-face, conventional virtual (mediated by videoconferencing) and an immersive virtual classroom (IVC). Likewise, structural equation modeling was used to analyze the acceptance of the IVC perceived by students, this includes four latent factors: ease of receiving a class, perceived usefulness, attitude towards IVC and IVC use. The findings showed that the IVC used in synchronous remote learning has a similar level of preference to the face-to-face classroom and a higher level than the conventional virtual one. Despite the high preference for receiving remote instruction in IVC, aspects such as audio delays that affect interaction still need to be resolved. On the other hand, a key aspect for a good performance of these environments is the dynamics associated with the teaching–learning processes and the instructor’ qualities. Full article
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29 pages, 2323 KiB  
Review
Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education
by Mohammed A. M. AlGerafi, Yueliang Zhou, Mohamed Oubibi and Tommy Tanu Wijaya
Electronics 2023, 12(18), 3953; https://doi.org/10.3390/electronics12183953 - 20 Sep 2023
Cited by 135 | Viewed by 24300
Abstract
Augmented Reality (AR) and Virtual Reality (VR) are poised to revolutionize education by offering immersive and interactive learning experiences. This research comprehensively evaluates the educational applications of AR and VR, specifically emphasizing their impact on student motivation, learning outcomes, engagement, and overall learning [...] Read more.
Augmented Reality (AR) and Virtual Reality (VR) are poised to revolutionize education by offering immersive and interactive learning experiences. This research comprehensively evaluates the educational applications of AR and VR, specifically emphasizing their impact on student motivation, learning outcomes, engagement, and overall learning experiences. The analysis explores how AR and VR can improve student learning, knowledge retention, and skill acquisition by systematically reviewing existing the literature from diverse educational domains, including K-12 education, higher education, STEM education, professional training, and lifelong learning. Additionally, the research investigates the pivotal role of AR and VR in fostering immersive and interactive learning environments, unveiling how these technologies promote active learning, collaboration, and critical thinking through simulations and interactive experiences. The evaluation considers the potential of AR and VR beyond traditional classroom settings in distance education and assesses the feasibility of virtual classrooms, web-based learning environments, and Massive Open Online Courses (MOOCs). A significant aspect of the study involves understanding student attitudes toward AR and VR technologies and their influence on intrinsic motivation, interest, and enthusiasm for the learning material. Based on a thorough analysis of relevant literature, the research aims to provide practical recommendations for educators to effectively incorporate AR and VR into education practices. The recommendations prioritize a pedagogically sound design, educator training, and accessibility consideration to ensure equitable access for all learners. In summary, this extensive research reveals the significant impact of AR and VR on education by understanding the strengths, limitations, and challenges of making informed decisions on utilizing these technologies to create engaging, impactful learning experiences, fostering a generation of technologically proficient and knowledge-driven learners. Full article
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20 pages, 1238 KiB  
Systematic Review
Learning Spaces in Higher Education: A State-of-the-Art Review
by Grigorios Papaioannou, Maria-Garyfallio Volakaki, Spyridon Kokolakis and Demosthenes Vouyioukas
Trends High. Educ. 2023, 2(3), 526-545; https://doi.org/10.3390/higheredu2030032 - 18 Sep 2023
Cited by 23 | Viewed by 24282
Abstract
Educational learning spaces encompass a spectrum, from traditional classrooms to contemporary online platforms and immersive virtual reality settings, fostering versatile teaching methods like collaboration, project-based, and experiential learning. Our study delves into modern higher education environments, particularly the shift from conventional to innovative [...] Read more.
Educational learning spaces encompass a spectrum, from traditional classrooms to contemporary online platforms and immersive virtual reality settings, fostering versatile teaching methods like collaboration, project-based, and experiential learning. Our study delves into modern higher education environments, particularly the shift from conventional to innovative spaces. Our focus centers on the benefits and challenges intrinsic to these emerging learning spaces, intending to enlighten educators, policymakers, and researchers. Our exploration commences by revealing the limitations entrenched within traditional learning environments, emphasizing the vital need for inventive solutions to meet evolving educational demands. We further investigate diverse learning scenarios, ranging from hybrid and remote setups to the integration of online platforms and virtual tools. Through this lens we navigate complexities introduced by these novel modalities, including potential reductions in face-to-face interactions and heightened demand for adept instructional and technological support. Lastly, our inquiry underscores the disparities between traditional and contemporary learning spaces, accentuating the potential for innovative settings to elevate higher education quality. Here, we illuminate the anticipated merits of such spaces, notably heightened student engagement, enriched collaboration, and amplified creativity. Concurrently, we explore technology’s pivotal role in shaping learning environments and ultimately influencing pedagogical methodologies. Our future research will explore how Artificial Intelligence can improve higher education. Full article
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