Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents' perceptions and experiences regarding the use of EVR, focussing on ...
virtual reality3D Internetinteractive questfolkloreanimalistic taleThis article describes the phenomenon of using virtual reality for educational purposes using the synergy of folkloristics and digital technologies as an examplSocial Science Electronic Publishing...
This article analyses the state-of-the-art of virtual reality (VR) in higher education and provides an overview of the VR literature and identifies the nee
The potential of immersive virtual reality to enhance learning: A meta-analysis 2022, Educational Research Review Citation Excerpt : In line with these developments, it is thought that I-VR environments will contribute more to learning outcomes. Cost is seen as the essential barrier against the use...
Implement virtual reality in education for an immersive experience and to create a successful business backed with funds and bright minds.
Semi-immersive virtual reality:In semi-immersive VR, digital components overlay real objects. The result is that these virtual elements can be used in a similar way to real objects. This makes semi-immersive VR ideal for educational purposes. Common examples are pilot training or the deepening of...
Virtual reality usually has these characteristics: Believable– You feel like you’re in your virtual world through what you see and hear. Immersive– As you move your head around, what you see changes as well, just as it would in real life. ...
1. Immersive educational experiences In 2025, education transformation stands as one of the most notable VR trends. Virtual reality shatters traditional learning boundaries as classrooms are transported to different epochs or even other planets. It's as if history, geography, and science lessons have...
During the last decade, there has been a substantial increase of interest in studies related to Virtual Reality (VR) as a learning tool. This paper presents a systematic literature review of personalization strategies utilized in immersive VR for educational objectives in the classroom. For the pur...
RQ12: Which development tools, methodologies, and operating systems are mostly used to develop gamified virtual reality applications for educational purposes? RQ13: Which are the most commonly used devices to carry out the experiments? RQ14: What degrees of freedom (dof) and representation are used...