Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi,
Journal Year:
2024,
Volume and Issue:
unknown
Published: Nov. 9, 2024
This
study
introduces
the
EVRIM
Framework
(Ethical
Virtual
Reality
Integration
Model),
designed
to
meet
growing
need
for
ethical
and
effective
integration
of
(VR)
technology
in
education.
As
VR
continues
transform
educational
practices,
a
structured
approach
is
essential
maximize
its
benefits
while
adhering
standards
promoting
inclusivity.
The
divided
into
five
stages:
Discovery,
Design,
Development,
Deployment,
Impact.
Discovery
stage
involves
identifying
needs,
selecting
appropriate
technologies,
ensuring
alignment
with
goals
standards.
Design
focuses
on
creating
immersive,
interactive,
inclusive
content,
emphasizing
user
experience
accessibility.
Development
encompasses
technical
creation
rigorous
testing
applications,
data
privacy,
content
accuracy,
cultural
sensitivity.
Deployment
practical
implementation,
including
training
educators
students,
integrating
curricula,
providing
ongoing
support.
Finally,
Impact
assesses
effects
student
performance
learning
outcomes,
collecting
analyzing
continuously
improve
experiences.
aims
revolutionize
education
by
enhancing
inclusivity,
principles,
valuable
tool
educators,
designers,
policymakers.
It
serves
as
comprehensive
guide
leveraging
responsibly
effectively
Future
research
should
focus
longitudinal
studies
assess
long-term
impacts,
further
development
accessibility
features,
guidelines
use
By
refining
expanding
Framework,
can
be
used
fullest
potential,
fostering
an
innovative
landscape.
International Journal of Applied Research in Social Sciences,
Journal Year:
2024,
Volume and Issue:
6(4), P. 642 - 663
Published: April 17, 2024
This
study
provides
an
in-depth
analysis
of
the
impact,
effectiveness,
and
future
prospects
Augmented
Reality
(AR)
Virtual
(VR)
in
educational
settings.
The
primary
objective
was
to
explore
how
these
immersive
technologies
are
reshaping
learning
teaching
landscapes.
Employing
a
systematic
literature
review
content
methodology,
research
analyzed
recent
scholarly
articles
reports
from
2014
2024,
focusing
on
AR/VR
applications
education.
findings
reveal
that
AR
VR
significantly
enhance
experiences
by
offering
immersive,
interactive,
engaging
environments.
These
have
been
shown
improve
student
engagement,
knowledge
retention,
skill
development.
enriches
traditional
materials
overlaying
digital
information
onto
real
world,
while
facilitates
experiential
virtual
However,
challenges
such
as
high
costs,
technical
infrastructure
requirements,
development
complexities
were
identified
barriers
widespread
adoption.
predicts
where
will
continue
evolve,
enhancing
user
experience,
improving
accessibility,
integrating
seamlessly
into
curricula.
Recommendations
for
stakeholders,
including
educators,
administrators,
policymakers,
emphasize
need
investment
infrastructure,
educator
training,
development,
collaboration
with
technology
companies.
Lastly,
hold
great
promise
transforming
practices.
Addressing
current
leveraging
opportunities
be
key
realizing
their
full
potential
experiences.
Continued
innovation
this
field
essential
effective
integration
education.
Keywords:
(AR),
(VR),
Educational
Technology,
Immersive
Learning.
Computers & Education,
Journal Year:
2024,
Volume and Issue:
221, P. 105124 - 105124
Published: July 26, 2024
Virtual
reality
(VR)
head-mounted
displays
(HMDs)
offer
an
immersive
learning
experience
that
could
replicate
real-life
training.
Our
review
identifies
and
critically
analyses
studies
of
interventions
designed
to
provide
procedural
training
via
these
media
test
outcomes
associated
with
interventions.
We
undertook
a
systematic
search
the
literature
published
between
January
2013
March
2023
related
using
HMDs.
methods
protocol
were
guided
by
PRISMA
framework.
Thirty-three
fulfilled
broader
inclusion
criteria,
while
23
fit
stricter
criteria
measuring
outcome.
Studies
categorized
into
three
broad
types:
design
or
usability
studies,
comparisons,
value-added
research.
Learning
environments
divided
360°
video
representations,
serious
games,
simulations.
included
knowledge
gain,
retention,
transfer.
A
subset
16
study
results
be
in
meta-analysis
show
significant
positive
medium
effect
size
overall
on
as
compared
less
environments.
Knowledge
transfer
largest
sizes.
highlights
richness
diversity
existing
studies.
find
strong
support
for
suggest
important
role
embodied
cognition
maximizing
outcomes.
However,
we
also
lack
consistency
intervention
design,
measured
outcomes,
terminology
among
In
future,
more
experimental
research
designs
similar
types
applications
outcome
measures
are
needed
rigorously
trends.
Texto Livre Linguagem e Tecnologia,
Journal Year:
2025,
Volume and Issue:
18
Published: Jan. 1, 2025
Resumen
La
potencialidad
que
las
herramientas
como
la
Realidad
Aumentada,
Virtual
o
Mixta
poseen,
tanto
a
nivel
tecnológico
didáctico,
ha
hecho
los
centros
educativos
incorporen
atendiendo
dos
de
sus
características
distintivas:
accesibilidad
y
relevancia.
En
el
artículo
se
presenta,
analiza
través
una
revisión
exhaustiva
estudios,
investigaciones
metaanálisis,
diferentes
posibilidades
didácticas
estos
recursos
ofrecen
para
ámbito
educativo.
Asimismo,
analizan
líneas
investigación
están
desarrollando
con
objetivo
ampliar
conocimiento
científico
disponible,
entre
pueden
destacar
algunas
como:
formación
del
profesorado
su
uso
didáctico;
búsqueda
principios
diseño
objetos
aprendizaje;
grado
aceptación
actitudes
despiertan
en
docentes
estudiantes;
percepciones
sobre
dificultades
hora
incorporarlas;
variables
cognitivas
asociadas
utilización;
o,
estudios
comparativos
conocer
eficacia,
otras.
Journal of Educational and Social Research,
Journal Year:
2025,
Volume and Issue:
15(1), P. 29 - 29
Published: Jan. 5, 2025
Inadequate
nutrition
in
Ecuadorian
children
leads
to
various
physical,
cognitive,
and
biological
issues.
However,
the
use
of
information
communication
technologies
(ICT)
has
become
established
raising
awareness
promoting
beneficial
eating
behaviours.
This
research,
conducted
at
Indo-America
Educational
Unit
during
2022-2023
academic
year
Ambato,
Ecuador,
aimed
compare
effectiveness
a
guide
text
versus
didactic
game
enhancing
knowledge
about
healthy
among
fifth-grade
students
Natural
Sciences.
The
study
involved
87
students,
divided
into
two
groups:
Group
1,
consisting
42
2,
45
students.
teacher
1
used
traditional
methods
(reading
writing
from
text),
while
2
employed
called
Flavour
Puzzle.
Statistical
analysis
revealed
significant
improvements
motivation
for
using
game-based
method.
Specifically,
showed
26%
greater
improvement
levels
compared
those
their
were
nearly
three
times
higher
(89%
vs.
30%).
results
indicate
that
method
clear
comparative
advantage
over
text-based
instruction,
as
it
not
only
facilitated
teaching
but
also
enhanced
socialization
engagement
Technological
resources
like
Puzzle
are
more
engaging
should
be
utilized
both
recreational
educational
tools
Sciences
school
level.
Received:
30
September
2024
/
Accepted:
31
December
Published:
05
January
2025
Journal of Medical Education,
Journal Year:
2025,
Volume and Issue:
23(1)
Published: Jan. 11, 2025
Background:
This
research
aimed
to
assess
the
effectiveness
of
virtual
reality-based
teaching
(VRBT)
in
enhancing
learning
performance
and
engagement
nursing
students
anatomy
courses.
Methods:
A
quasi-experimental
study
with
a
pretest-posttest
design
was
conducted.
Due
limited
number
enrolled
course,
convenience
sampling
employed.
Students
were
randomly
assigned
one
two
groups:
(1)
Traditional
(TL)
group
(2)
VRBT
group.
Academic
achievement
tests
administered
performance,
while
questionnaire
on
self-reported
perceptions
used
evaluate
student
engagement.
Data
analyzed
using
t-tests
covariance
analysis.
Results:
The
population
comprised
62
fourth-year
findings
revealed
that
demonstrated
significantly
better
compared
those
TL
However,
no
significant
difference
observed
between
groups.
Additionally,
more
likely
report
positive
utilization
VR
technology
classroom.
Conclusions:
provides
valuable
insights
into
how
reality
(VR)
can
improve
outcomes
for
students.
use
education
is
strongly
recommended.
Applied Sciences,
Journal Year:
2025,
Volume and Issue:
15(7), P. 3786 - 3786
Published: March 30, 2025
Research
on
students’
immersive
experiences
with
fully
virtual
reality
(VR)
technologies
is
extensively
documented
across
diverse
educational
settings;
however,
in
maritime
higher
education,
it
remains
relatively
underrepresented.
Therefore,
by
using
segmentation
analysis,
this
study
aims
to
profile
engineering
students
at
the
Faculty
of
Maritime
Studies,
University
Rijeka,
perceived
immersion
(PIMM)
within
a
Head-Mounted
Display
(HMD)
VR
engine
room
simulator
and
explore
differences
their
learning
benefits
(PLBs),
future
behavioural
intentions
(FBI),
satisfaction
(SAT)
HMD-VR
experience.
The
sample
comprised
84
participants
who
engaged
preliminary
trials.
A
non-hierarchical
(K-mean)
cluster
combined
Elbow
method,
identified
two
distinct
homogeneous
groups:
Immersionists
Conformists.
results
an
independent
t-test
indicated
that
exhibited
significantly
scores
regarding
benefits,
intentions,
overall
than
underscore
significance
understanding
subjective
perception
implementation
further
development
education
training
(MET)
curricula.
However,
as
based
specific
case
particular
context,
result
may
not
directly
apply
broader
student
population.
International Journal of Advanced Engineering and Nano Technology,
Journal Year:
2024,
Volume and Issue:
11(3), P. 1 - 8
Published: March 28, 2024
This
innovative
research
integrates
methodologies
from
two
distinct
studies
to
advance
our
comprehension
of
immersive
virtual
experiences
within
the
realms
fashion
and
e-commerce.
By
amalgamating
insights
both
methodologies,
this
refined
approach
introduces
novel
components,
including
a
shopping
environment,
post-VR
behavior
analysis,
biometric
data
collection,
extended
interviews,
longitudinal
study
design,
control
group
implementation.
Participants
engaged
in
360-degree
VR
shows
using
Oculus
Quest
2,
while
their
physiological
responses
were
meticulously
monitored.
Following
encounters,
participants
navigated
store,
subsequent
was
methodically
tracked.
Extended
interviews
delved
into
enduring
effects,
examined
evolution
attitudes
over
three-month
period.
The
inclusion
ensured
robustness
causal
inferences.
sophisticated
methodology
promises
comprehensive
exploration
intricate
interplay
between
encounters
consumer
behaviors,
providing
nuanced
evolving
landscape
consumption.
embracing
cutting-edge
elements
such
as
environments,
aims
unravel
multifaceted
effects
experiences,
contributing
deeper
understanding
interactions
with
environments
shaping
future
trajectory