Immersive Learning VR, AR, and Beyond

Authors

DOI:

https://doi.org/10.55938/wlp.v1i5.181

Keywords:

Immersive Virtual Reality, Immersive Learning, Augmented Virtuality, Mixed Reality, Augmented Reality, Virtual Reality, Head-Mounted Displays (HMD)

Abstract

The article investigates the theoretical and practical elements of integrating immersive technologies in educational institutions all over the world, emphasizing the significance of education for long-term social development. It emphasizes the effectiveness of digital technology in strengthening the learning process, as well as the necessity for research and teaching professionals to constantly enhance the quality of education. The article covers the advancement of augmented reality (AR) and virtual reality (VR) for educational purposes worldwide, identifying patterns, discrepancies, advantages, barriers, and emerging developments. It reinforces prior study theories and emphasizes the tremendous expansion of educational research. The research's contribution is to provide exciting prospects for AR and VR for learning and their advancement by revealing the state of the art in previous articles. VR curriculum has the potential to transform how education is provided through VR that learners can interact with. This chapter investigates how VR education employs AR and VR to promote self-learning, allowing students to conduct their own studies. It explores the various facets of AR and VR in learning, as well as how students and teachers engage with these technologies. The emphasis is on enabling individuals to view and engage with VR, consequently redefining the way learning resources are made available. A systematic review of articles is carried out to explore the impact of VR on learners' experiential learning. The investigations, utilizing a variety of methodologies and contexts, identify nine themes: VR as a pedagogical tool, establishing itself as an educational technology, digital transformation, teaching-learning framework, architectural pedagogy, communication skills, reading and writing abilities, social learning, and experiential learning. VR is employed in a variety of domains, including medicine, engineering, language, and social learning, to foster student involvement and provides personal contact with the environment. The article emphasizes the potential of VR for enhancing experiential learning.

References

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Published

2025-01-29

How to Cite

Thapliyal, S. ., & P, S. (2025). Immersive Learning VR, AR, and Beyond. Wisdom Leaf Press, 1(5), 50–56. https://doi.org/10.55938/wlp.v1i5.181

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