Virtual Reality in Education: A Transformative Tool for Enhanced Learning

[{“box”:0,”content”:”[if 992 equals=”Open Access”]n

n

n

n

Open Access

nn

n

n[/if 992]n

n

Year : May 8, 2024 at 12:49 pm | [if 1553 equals=””] Volume :02 [else] Volume :02[/if 1553] | [if 424 equals=”Regular Issue”]Issue[/if 424][if 424 equals=”Special Issue”]Special Issue[/if 424] [if 424 equals=”Conference”][/if 424] : 01 | Page : –

n

n

n

n

n

n

By

n

[foreach 286]n

n

n

Pranav Pathak, Navtej Bhatt

n

    n t

  • n

n

n[/foreach]

n

n[if 2099 not_equal=”Yes”]n

    [foreach 286] [if 1175 not_equal=””]n t

  1. Principal, Associate. Professor, Department of computer Science, Smt. K. B. Parekh College of Computer Science, Mahuva, Department of Computer Science, Team Lease Skills University, Vadodara, Gujarat, Gujarat, India, India
  2. n[/if 1175][/foreach]

n[/if 2099][if 2099 equals=”Yes”][/if 2099]n

n

Abstract

nVirtual Reality [VR] is a revolutionary technology in education, providing immersive and interactive experiences that can transform the learning process and enhance student engagement with educational content. This review paper provides an in-depth analysis of the applications of VR in education, exploring its effectiveness in enhancing learning outcomes, student engagement, and critical thinking skills. Additionally, the paper delves into the challenges and opportunities associated with integrating VR technology into educational settings, addressing issues such as accessibility, cost, and the need for appropriate content development. By examining current research and case studies, this paper aims to provide a comprehensive understanding of the impact of VR on education and the potential future developments in this field.

n

n

n

Keywords: Virtual Reality [VR], education, learning outcomes, student engagement, accessibility

n[if 424 equals=”Regular Issue”][This article belongs to International Journal of Mobile Computing Technology(ijmct)]

n

[/if 424][if 424 equals=”Special Issue”][This article belongs to Special Issue under section in International Journal of Mobile Computing Technology(ijmct)][/if 424][if 424 equals=”Conference”]This article belongs to Conference [/if 424]

n

n

n

How to cite this article: Pranav Pathak, Navtej Bhatt. Virtual Reality in Education: A Transformative Tool for Enhanced Learning. International Journal of Mobile Computing Technology. May 8, 2024; 02(01):-.

n

How to cite this URL: Pranav Pathak, Navtej Bhatt. Virtual Reality in Education: A Transformative Tool for Enhanced Learning. International Journal of Mobile Computing Technology. May 8, 2024; 02(01):-. Available from: https://journals.stmjournals.com/ijmct/article=May 8, 2024/view=0

nn


nn[if 992 equals=”Open Access”] Full Text PDF Download[/if 992]

[if 379 not_equal=””]n

Browse Figures

n

n

[foreach 379]n

n[/foreach]n

nn

n

n[/if 379]n

n

References

n[if 1104 equals=””]n

  1. Bacca Acosta JL, Baldiris Navarro SM, Fabregat Gesa R, Graf S. Augmented reality trends in education: a systematic review of research and applications. Journal of Educational Technology and Society, 2014, vol. 17, núm. 4, p. 133-149. 2014 Oct 1.
  2. Barzilai S, Blau I. Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education. 2014 Jan 1;70: 65-79.
  3. Cheng KH, Tsai CC. Affordances of augmented reality in science learning: Suggestions for future research. Journal of science education and technology. 2013 Aug; 22:449-62.
  4. Di Serio Á, Ibáñez MB, Kloos CD. Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education. 2013 Oct 1;68: 586-96.
  5. Dörner, Ralf & Göbel, Stefan & Effelsberg, Wolfgang & Wiemeyer, Josef. (2016). Serious Games: Foundations, Concepts and Practice. 10.1007/978-3-319-40612-1.
  6. Dunleavy M, Dede C, Mitchell R. Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of science Education and Technology. 2009 Feb;18 :7-22.
  7. Ventura M, Shute V, Zhao W. The relationship between video game use and a performance-based measure of persistence. Computers & Education. 2013 Jan 1;60(1):52-8.
  8. Klopfer E, Osterweil S, Salen K. Moving learning games forward. Cambridge, MA: The Education Arcade. 2009 Dec.
  9. Lee KM. Presence, explicated. Communication theory. 2004 Feb 1;14(1):27-50.
  10. Ogbuanya, Chinyere & Onele, Nicholas. (2018). Investigating the Effectiveness of Desktop Virtual Reality for Teaching and Learning of Electrical/Electronics Technology in Universities. Computers in the Schools. 1-23. 10.1080/07380569.2018.1492283.
  11. Lu, L., Wu, H. K., Hwang, G. J., & Yang, Y. T. C. [2012]. Collaborative concept mapping and achievement in science learning. The Internet and Higher Education, 15[1], 21-30.
  12. Prinzmetal W, Zvinyatskovskiy A, Gutierrez P, Dilem L. Voluntary and involuntary attention have different consequences: The effect of perceptual difficulty. Quarterly Journal of Experimental Psychology. 2009 Feb;62(2):352-69.
  13. Michael DR, Chen SL. Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade; 2005 Jul 1.
  14. Moreno R, Mayer R. Interactive multimodal learning environments: Special issue on interactive learning environments: Contemporary issues and trends. Educational psychology review. 2007 Sep;19: 309-26.
  15. Papastergiou M. Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & education. 2009 Jan 1;52(1):1-2.
  16. Lu Y, Kim Y, Dou XY, Kumar S. Promote physical activity among college students: Using media richness and interactivity in web design. Computers in Human Behavior. 2014 Dec 1;41:40-50.
  17. Shneiderman, B., Plaisant, C., Cohen, M., & Jacobs, S. [2009]. Designing the user interface: Strategies for effective human-computer interaction. Pearson Education India.
  18. Slater, M., & Sanchez-Vives, M. V. [2016]. Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74.
  19. Squire, K. [2006]. From content to context: Videogames as designed experience. Educational Researcher, 35[8], 19-29.
  20. Wouters P, Van der Spek ED, Van Oostendorp H. Current practices in serious game research: A review from a learning outcomes perspective. Games-based learning advancements for multi-sensory human computer interfaces: techniques and effective practices. 2009:232-50.

nn[/if 1104][if 1104 not_equal=””]n

    [foreach 1102]n t

  1. [if 1106 equals=””], [/if 1106][if 1106 not_equal=””],[/if 1106]
  2. n[/foreach]

n[/if 1104]

nn


nn[if 1114 equals=”Yes”]n

n[/if 1114]

n

n

[if 424 not_equal=””]Regular Issue[else]Published[/if 424] Subscription Review Article

n

n

[if 2146 equals=”Yes”][/if 2146][if 2146 not_equal=”Yes”][/if 2146]n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

n

Volume 02
[if 424 equals=”Regular Issue”]Issue[/if 424][if 424 equals=”Special Issue”]Special Issue[/if 424] [if 424 equals=”Conference”][/if 424] 01
Received January 17, 2024
Accepted January 26, 2024
Published May 8, 2024

n

n

n

n

n

n function myFunction2() {n var x = document.getElementById(“browsefigure”);n if (x.style.display === “block”) {n x.style.display = “none”;n }n else { x.style.display = “Block”; }n }n document.querySelector(“.prevBtn”).addEventListener(“click”, () => {n changeSlides(-1);n });n document.querySelector(“.nextBtn”).addEventListener(“click”, () => {n changeSlides(1);n });n var slideIndex = 1;n showSlides(slideIndex);n function changeSlides(n) {n showSlides((slideIndex += n));n }n function currentSlide(n) {n showSlides((slideIndex = n));n }n function showSlides(n) {n var i;n var slides = document.getElementsByClassName(“Slide”);n var dots = document.getElementsByClassName(“Navdot”);n if (n > slides.length) { slideIndex = 1; }n if (n (item.style.display = “none”));n Array.from(dots).forEach(n item => (item.className = item.className.replace(” selected”, “”))n );n slides[slideIndex – 1].style.display = “block”;n dots[slideIndex – 1].className += ” selected”;n }n”}]