Abstract

The Internet and its associated devices have become firmly embedded in our daily lives. Digitalization is changing the learning process as well as any social reality. By 2030, humanity will stop using smartphones, laptops and televisions. Work, training, entertainment and possibly meetings between people will take place in visualization helmets (HMD). Rigid learning concepts are becoming outdated and are being replaced by flexibly customizable digital applications. New technologies such as virtual and augmented reality are penetrating the educational landscape, which leads to new opportunities for interaction, digital expansion of reality and the creation of spatial worlds for learning (Learning Experience). Often, entire worlds are simulated in these virtual realities, into which students can immerse themselves in completely different roles. Learning in such worlds is already effectively used in many fields of activity. Through the use of virtual reality, students will receive an exciting visualization of their future work, which corresponds to a constructivist understanding of learning, in which a person can choose the direction of development himself. The article reveals both the enormous possibilities of using immersive technologies in the field of education and highlights potential problems.

Full Text
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