Immersive technology in ophthalmology education: a systematic review

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BackgroundDespite the increasing use of immersive technology (IT) in ophthalmology, the effectiveness of this approach compared to other teaching practices is unclear. This systematic review aimed to determine the value...

ReferencesShowing 10 of 32 papers
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CitationsShowing 3 of 3 papers
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  • 10.1007/978-3-031-72234-9_34
Key Factors Affecting the Implementation of Immersive Technologies in Ophthalmology Education
  • Jan 1, 2024
  • Shannon Leigh Noël + 1 more

Key Factors Affecting the Implementation of Immersive Technologies in Ophthalmology Education

  • Research Article
  • 10.2196/66157
Identifying Research Priorities in Digital Education for Health Care: Umbrella Review and Modified Delphi Method Study.
  • Feb 19, 2025
  • Journal of medical Internet research
  • Alison Potter + 10 more

In recent years, the use of digital technology in the education of health care professionals has surged, partly driven by the COVID-19 pandemic. However, there is still a need for focused research to establish evidence of its effectiveness. This study aimed to define the gaps in the evidence for the efficacy of digital education and to identify priority areas where future research has the potential to contribute to our understanding and use of digital education. We used a 2-stage approach to identify research priorities. First, an umbrella review of the recent literature (published between 2020 and 2023) was performed to identify and build on existing work. Second, expert consensus on the priority research questions was obtained using a modified Delphi method. A total of 8857 potentially relevant papers were identified. Using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology, we included 217 papers for full review. All papers were either systematic reviews or meta-analyses. A total of 151 research recommendations were extracted from the 217 papers. These were analyzed, recategorized, and consolidated to create a final list of 63 questions. From these, a modified Delphi process with 42 experts was used to produce the top-five rated research priorities: (1) How do we measure the learning transfer from digital education into the clinical setting? (2) How can we optimize the use of artificial intelligence, machine learning, and deep learning to facilitate education and training? (3) What are the methodological requirements for high-quality rigorous studies assessing the outcomes of digital health education? (4) How does the design of digital education interventions (eg, format and modality) in health professionals' education and training curriculum affect learning outcomes? and (5) How should learning outcomes in the field of health professions' digital education be defined and standardized? This review provides a prioritized list of research gaps in digital education in health care, which will be of use to researchers, educators, education providers, and funding agencies. Additional proposals are discussed regarding the next steps needed to advance this agenda, aiming to promote meaningful and practical research on the use of digital technologies and drive excellence in health care education.

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  • 10.3390/educsci12120855
Perceived Benefits of Future Teachers on the Usefulness of Virtual and Augmented Reality in the Teaching-Learning Process
  • Nov 24, 2022
  • Education Sciences
  • Raimundo Castaño-Calle + 4 more

Virtual and augmented reality technologies are increasingly being implemented in education and there is a growing body of evidence on their usefulness for training academic and non-academic skills among student with different education levels and diverse educational needs. To fully benefit from their use, teachers need to know the different existing tools and their potential, as well as be trained and motivated in their use. The current study aims to evaluate the factors that promote and hinder the use of virtual and augmented reality in future teaching professionals. Data were gathered by means of an online questionnaire from a total of 422 Spanish students from the Universidad Pontificia de Salamanca (Spain). Instrumental analyses (Cronbach’s Alpha, and CFA) were performed, together with descriptive, correlational, and inferential tests (Manova, Anova, and Student’s T test) to contrast the hypotheses. Results indicate that participants show favorable attitudes towards these technologies, but have little knowledge of them. Age, year of study, and knowledge are associated with a higher perception of usefulness as tools for teaching and learning and for promoting inclusion. The results support the relevance of providing knowledge, and enhancing skills, thus fostering positive attitudes towards these technologies.

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  • 10.21686/1818-4243-2024-2-13-23
Artificial Intelligence and Immersive Technologies in Higher Pedagogical Education
  • Apr 15, 2024
  • Open Education
  • V A Starodubtsev + 1 more

The purpose of the study. The problem of using the capabilities of artificial intelligence and immersive technologies in educational programs is being updated. The article is devoted to the analysis of the role, functions and significance of artificial intelligence and immersive learning technologies in the development of an open educational environment and its personal segments formed by subjects of educational relations in the process of preparing graduates of pedagogical universities to change the conditions of modern society. The possibilities of Generative Pretrained Transformers (GPT) and virtual reality in its various manifestations (AR, VR, AVR) are discussed. Their influence on the formation of the personal educational environment of graduates of pedagogical universities is shown.Materials and methods. The method of comparative analysis of scientific publications in the field of artificial intelligence development, immersive learning technologies, and the formation of a personal educational environment is used. The capabilities of a number of GPT services have been experimentally tested. The ideas about the role and functions of new resources in improving the educational process are summarized. The forecast of the integration of artificial intelligence and immersive technologies in pedagogical education is given.The results of the study. It is shown that Generative Pretrained Transformers are able to implement reference and encyclopedic, constructive and creative, analytical, control and training functions in the educational process while observing the ethics of their application. The connection between the development of artificial intelligence and the appearance in the global information network of virtual characters imitating human appearance and behavior in various contexts, and anthropomorphic robots capable of communicating with humans for educational purposes is indicated. Attention is drawn to the inclusion of new means of communication with artificial intelligence in the personal educational environment of the lecturer, which provides him/her with a combination of the functions of a supplier and at the same time a consumer of knowledge. The prospects of the emergence of virtual and anthropomorphic pedagogical agents with artificial intelligence in the education system and in informal communications are assessed. The educational possibilities of augmented reality, virtual reality and augmented virtual reality as means of immersive learning technologies are defined. The pedagogical and technological conditions for the safe use of immersive learning technologies are given. It is noted that the creation of personal educational environments with components of artificial intelligence and immersive technologies makes it possible to organize the processes of teaching and self-education of a lecturer, ensuring the subjective nature of his/her personal and professional growth and mobility in a complicated world.Conclusion. The conclusion is made that the creativity of innovative lecturers, which is visible in their open educational environments, is a resource for overcoming the reproductive nature of the functioning of pre-trained neural networks. The authors believe that positive feedback in the joint evolution of artificial intelligence (AI) tools and personal segments of the open educational space will contribute to the transformation of the existing information society into a learning society. This makes it possible to form a system of open meta-education according to the needs of each individual.

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  • 10.22363/2312-8631-2021-18-2-152-161
Models of using immersive teaching technologies in the practical activity of a teacher of informatics
  • Sep 3, 2021
  • RUDN Journal of Informatization in Education
  • Alexey I Azevich

Problem and goal. Virtual, augmented mixed reality and augmented virtuality are becoming integral attributes of the immersive educational environment, disposed to continuous learning and comprehensive development. The relevance of the study of models of using immersive technologies in the activities of a computer science teacher is beyond doubt, because they are the real embodiment of new methodological ideas and approaches. Methodology. In the course of the research, the analysis of models of immersive learning technologies for the practical activities of a computer science teacher was carried out. On its basis, a set of computer tools and equipment has been proposed that allows introducing immersive technologies into educational practice. Results. Methodological recommendations on the use of virtual, augmented and mixed reality technologies both in informatics lessons and after school hours are presented. The key topics of the computer science program, in which it is advisable to use immersive technologies, have been identified. Methodological approaches to the transformation of informatics teaching in the context of digitalization of education have been formulated. Conclusion. The results of the study indicate that immersive learning technologies can be successfully applied both in informatics lessons and outside the classroom. They not only contribute to the immersion of students in an interactive environment, but also increase the interest, motivation and quality of their knowledge. Lessons using immersive technologies open up new opportunities for a computer science teacher for professional growth, methodological and subject self-improvement.

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  • 10.37934/araset.63.1.130145
Systematic Review of Adapting Immersive Technology in Enhancing Teaching and Learning for Students in Higher Education
  • Oct 9, 2024
  • Journal of Advanced Research in Applied Sciences and Engineering Technology
  • Huzani Khamis + 4 more

The integration of immersive technology into educational settings has garnered substantial interest as a potential means to improve teaching and learning (TnL)experiences. The dynamic landscape of education demands innovative approaches to engage, motivate, and empower both educators and learners. Immersive technology, including Virtual Reality (VR), Augmented Reality (AR), as well as Mixed Reality (MR), provides uncommon probabilities to transcend traditional classroom boundaries and provide interactive and immersive learning experiences. However, to harness the full potential of immersive technology, a clear understanding of the conceptual frameworks guiding its implementation is essential. This study utilizes the PRISMA approach. Furthermore, the systematic search of academic databases using the Web of Science (WoS) as well as the Scopus database resulted in an extensive selection of studies, reviews and articles related to immersive learning. Following the implementation of an advanced search approach utilizing keywords (1. Immersive learning, 2. AR, as well as 3. Technology Impact on TnL), the systematic review process yielded a diverse array of articles. These articles were identified and included in the review due to their exploration of the conceptual frameworks that underlie the integration of immersive technology in the field of education. Additionally, the review reveals common themes and emerging trends within the field, shedding light on the diverse approaches to leveraging immersive technology for TnL. The final finding data is (n: 29), which reviews identified key themes. Expect validation to be divided into three themes, which are (1) Immersive learning, (2) AR, and (3) Technology Impact on TnL. Meanwhile, the findings emphasize the importance of well-defined theoretical foundations and best practices when implementing immersive technology for educational purposes. The review underscores the importance of ongoing research as well as innovation in the domain of immersive technology to fully exploit its potential for enhancing TnL experiences. In essence, this systematic review adds to the continued conversation about the efficient utilization of immersive technology in education and paves the way for further exploration and advancement in this field.

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  • 10.47370/2078-1024-2021-13-2-83-92
FEATURES OF APPLICATION OF IMMERSIVE TECHNOLOGIES OF VIRTUAL AND AUGMENTED REALITY IN HIGHER EDUCATION
  • Jan 1, 2022
  • Vestnik Majkopskogo Gosudarstvennogo Tehnologiceskogo Universiteta
  • A.A Paskova

Augmented reality (AR) and virtual reality (VR) are immersive technologies that allow users to get acquainted with digital content both in physical and virtual space, expanding the possibilities of the educational environment. The relevance of the research is due to the growing introduction of virtual and augmented reality technologies in the educational environment. The research problem: what are the mechanisms for using immersive technologies of augmented and virtual reality in the field of innovative development of educational services in higher education? The aim of the research is to study the features of the application of immersive learning programs using AR/VR technologies in higher education. The methodological basis of the study is the analysis of Internet resources and literary sources, the study and generalization of pedagogical experience, synthesis. The results of the research are: the main advantages of using AR and VR technologies have been considered, possible options for introducing immersive educational technologies into the educational process proposed, the problems of their integration into the educational process of higher educational institutions and ways to overcome these problems identified. Key conclusions: AR/VR technologies are a promising addition to the educational space due to their immersive nature; in higher education, the use of immersive technologies can increase student engagement in the learning process, help students understand abstract concepts, allow for more personalized learning approaches, and improve learning analytics; when introducing AR / VR into the educational process. It is necessary to determine the goals and desired learning outcomes, choose a technology for work, organize a safe learning environment, plan the course structure. The main problems in the implementation of AR / VR are the high cost of technology and development, the need for regular software and hardware updates, health and safety risks for users, and technological problems.

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  • 10.16920/jeet/2022/v36i2/22156
The Role of Interactive and Immersive Technologies in Higher Education: A Survey
  • Oct 1, 2022
  • Journal of Engineering Education Transformations
  • Deepti Prit Kaur + 3 more

: The developments in the Engineering domain have risen at an unprecedented rate in the past three decades. New technologies emerge every year and find their use case in multiple industries, also impacting the higher education as a whole. The present ecosystem demands industry-ready graduates from higher education institutes. To meet this, inculcation of newly developed technologies in the engineering education domain is a must. The retention span of Millennials in the traditional classroom settings has lowered down, posing the biggest challenge in student learning outcome at the higher education level. To solve this problem, interactive and immersive technologies has played a significant role through the use of Augmented Reality (AR), Virtual Reality (VR), and Gamification in a modern classroom setting. These technologies are capable of being used online as well as offline, and promise to deliver an enhanced user experience. The use of such tools also improves the student engagement by virtue of interactive content during the classroom session. This results in improved student learning and motivation in various domains of higher education. This paper focuses on the engineering education domain and discusses the role of these technologies in improving student understanding of intricate concepts of various engineering disciplines. A study of research papers presenting different digital learning platforms developed using these technologies from 2017 to 2021 was done, and it was concluded that the trends and technologies discussed in this paper have been tested and proven to be beneficial in engineering education. Further, developing a low-cost learning system using immersive and interactive technologies, and upgrading the present classroom set-up and skill set of instructors to make them significantly capable of utilizing the benefits offered by these technologies is yet to be achieved. Keywords : Higher Education, Education Technology, Augmented and Virtual Reality, Immersive Technology, Interactive Teaching- Learning, Game-Based Learning, Online Teaching- Learning

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Immersive Technologies in the Educational Practice of Russian Universities
  • Jun 20, 2024
  • Vysshee Obrazovanie v Rossii = Higher Education in Russia
  • D P Ananin + 1 more

Immersive technologies (ImT) are becoming more and more widespread in the R&D sector and more often in the academic agenda of higher education. The paper provides a systematic overview of the educational practices of Russian universities in the use of ImT in teaching. The study focuses on the institutional and didactic aspects of the ImT in Russian higher education. We interviewed representatives of Russian universities (N=16). The study presents the role of immersive educational technologies in the structure of an academic course and outlines the prospects for their further application. The cases of Russian universities evidence that immersive educational technologies are slowly finding their niche in higher and postgraduate education as a learning tool. Providing immersion of students in the real conditions of professional skills application, immersive educational products are designed to practice the algorithms of operations in standard and non-standard situations of their (future) occupations individually. Without changing the didactic structure of the academic course, immersive educational products occupy a place between the theoretical part and training practice. The authors conclude that immersive educational products have a great potential for development in terms of the visualization quality of educational material, integration of multimodal mode for group work, improvement of assessment scales and соnsideration of learning analytics. Given a range of positive effects (motivational, psychological, topological, developmental), the future of ImT in higher education depends on the legal regulation of their use in education, their availability to higher education institutions and the motivation of university teachers.

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  • 10.32755/sjeducation.2023.02.227
ІМЕРСИВНІ ТЕХНОЛОГІЇ В ПОЧАТКОВІЙ ОСВІТІ
  • May 12, 2023
  • Scientific Herald of Sivershchyna. Series: Education. Social and Behavioural Sciences
  • M V Shvardak

The article is devoted to the problem of using immersive technologies in primary education. It was found that immersive technologies have rapidly developed in recent years from doubtfully promising to trendy and used everywhere. It has been proven that their introduction into the educational process of the New Ukrainian School is a need today and a factor in improving the quality of education. The purpose of the article is determined: to study the peculiarities of the use of immersive technologies in primary education. The essence of immersive technologies has been clarified. The components of immersive technologies are highlighted: real (objective), augmented (added) and virtual reality. The qualitative characteristics of the use of immersive technologies in primary education have been determined. Examples of the use of immersive technologies in the process of studying various educational fields of primary education are given, in particular: language and literature, mathematics, natural sciences, informatics, technology, social and health care, civics and history, art and physical education. It was determined that the use of immersive technologies in primary classes may include: virtual tours, virtual laboratories, AR-books, AR-games, 3D modeling. Some applications of immersive technologies for use in primary education are proposed. In the process of studying the features of immersive technologies in primary education, the advantages and disadvantages of their use were determined. It was found that immersive technologies contribute to the improvement of the quality of the educational process, making it more interactive, adaptable and exciting for schoolchildren; expand learning opportunities; contribute to a better understanding of complex concepts; stimulate motivation and interest in learning, memory and concentration, creativity and activity of younger schoolchildren. It was found that the use of immersive technologies in education significantly expands the toolkit of a modern specialist. Key words: immersive technologies, virtual reality, augmented reality, application, younger students, primary education.

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  • Research Article
  • 10.29121/granthaalayah.v5.i10.2017.2304
A SYSTEMATIC REVIEW TO ASSESS THE EFFECTIVENESS OF WEB BASED TRAINING VIDEO FOR LAPAROSCOPY SURGERY
  • Oct 31, 2017
  • International Journal of Research -GRANTHAALAYAH
  • Alfred Egedovo + 3 more

Background: Surgical training for generations has followed the example of an apprenticeship model propagated by William Halsted; teaching method of “see one, do one, teach one”. 1-3Teaching of surgical trainee is time consuming and costly in the operating room when it involves a procedure,4, 5 and the surgical skills acquired from operating room are of variable effectiveness because of the learning curve.6, 7
 The objective of this review is to determine if web-based training video (WBTV) is effective to supplement and /or replace the standard surgical training model (SLT). However, the value of this modality for trainees with or no laparoscopic experience is unknown.
 Study Hypothesis: Multimedia or Web-based training video (WBTV) learning is equivalent to conventional teaching (Standard surgical training-SLT) in improving scores in cognitive surgical skills.
 Search Method:Randomized clinical trials addressing this issue were identified from The Cochrane Library trials register, Medline, Embase, Science Citation Index Expanded, grey literature and reference lists and other databases. The Cochrane Central Register of Controlled Trials: search was narrowed to Issue of 6 of 12, June 2014. Included studies were randomized controlled trials (RCTs) assessing any training technique using at least some elements of surgical simulation, which reported measures of surgical task performance. The Cochrane search yielded one relevant article.8 In the MEDLINE search, the medical Subject Heading (MeSH) was used to search for; Surgical stimulation, surgical training, “Web-based training” and “online education or teaching, training, internet, multimedia teaching” (retrieved articles 78, relevant articles 50) and the headings “Laparoscopy” and “education” (retrieved 103, relevant 91) other provisional abstract (review 3). I focused the search on articles published from 1990 onwards, and I limited it to articles published in English. I did not include case reports and data from abstracts in data synthesis. All of the identified articles were examined for relevance. Retrieved studies were screened for duplication, and additional studies were identified using a manual search of the reference list of the relevant included articles. Since my review focused on Web-based training video effectiveness for teaching laparoscopic surgery techniques, my search strategies was limited to identifying articles focusing on surgical education.
 Selection Criteria:I included all randomised clinical trials comparing Web-based model trainers versus other forms of training including standard laparoscopic training and supplementary animal model training use for teaching surgical trainees with or no laparoscopic experience. I also included trials comparing different methods of simulation surgical training.
 Results: Thirty RCTs with 831 participants were included, although the quality of the RCTs was often poor. The Web-based training video (WBTV) had one RCTs, the RCT had four intervention groups, they were groups multimedia(WBTV) training, Practical Training (Standard training, Multimedia (WBTV) plus practical training and none of the trainings had different skills but all participants were homogeneous with the same basic skills on laparoscopic cholecystectomy. The result was that multimedia –based (WBTV) training improved surgical performance of Laparoscopic cholecystectomy in a pelvic –trainer significantly when used alone or as combination training. While Virtual reality simulation had shown better results than no training at all, but had no evidence of superiority over standard training practised. When it is done purposefully or video box simulation based on operative performance. Video simulation did not show consistently better results than groups with no training at all, and there were not enough data to determine if video simulation was better than standard training or the use of models. Model simulation may have been better than standard training. Two trials (mostly with a high risk of bias) involving 110 participants were included in this review. In trainees without surgical experience, WBTV training decreased the time taken to complete a task, increased accuracy and decreased errors compared with no training. In the same participants, WBTV training was more accurate than Standard practical training. In participants with laparoscopic experience practical training plus Web-based video training, WBTV training resulted in a greater reduction in operating time, error and unnecessary movements than standard laparoscopic training. In these participants, the composite performance score was better in the WBTV group than the practical group (standard).
 Conclusion: WBTV can supplement standard surgical training. However the quality is poor, It is at least as effective as no standard training in supplementing standard laparoscopic training. While there may be compelling reasons to reduce reliance on patients, cadavers, and animals for surgical training, none of the methods of simulated training has yet been shown to be better than other forms of surgical training.

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  • Cite Count Icon 14
  • 10.3389/feduc.2023.1192760
Immersive technologies as an innovative tool to increase academic success and motivation in higher education
  • Oct 5, 2023
  • Frontiers in Education
  • Ekaterina Sviridova + 3 more

The latest techniques and technologies significantly improve the academic performance, engagement, and motivation of students. VR and AR open up numerous opportunities for the educational system. The purpose is to evaluate the effectiveness of using immersive technologies as a tool to increase the level of academic success, involvement, and motivation among students. The research involved a total number of 180 students in two higher educational institutions. This study presupposed using a previously elaborated program for further use in the experimental group. This program was introduced into the study program within the participating universities. The study included three tests to collect the data under the Motivation and Engagement Scale, as well as European Credit Transfer and Accumulation System. The experimental group provided positive indicators during statistical data analysis; thus, it demonstrates the effectiveness of the studied methods. Although the engagement and motivation of students from the experimental group increased, there were no differences in academic achievements between the groups. Therefore, it cannot be argued that immersive technologies have a direct impact on grades, which are the main indicator of success in learning. The new experimental data obtained in this study and the analysis of previous modern experimental studies allowed us to draw relevant conclusions about the expediency and high efficiency of immersive education technologies for teaching university students.

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IMPLEMENTATION OF IMMERSIVE TECHNOLOGIES IN FOREIGN LANGUAGE LEARNING: ANALYSIS OF FOREIGN AND DOMESTIC (UKRAINIAN) EXPERIENCE
  • Jun 30, 2022
  • Comparative Professional Pedagogy
  • Halyna Lysak

The use of modern immersive technologies in the educational process is due to changes in the development of information and communication technologies and the challenges of the pandemic, which forced learning and working remotely. The article summarizes the Ukrainian and foreign experience of using immersive technologies in education in general and in the process of learning foreign languages in particular. A general description of the concepts “virtual reality”, “immersion” and “immersive technologies” in the context of their use in the educational process has been presented. The advantages of using immersive technologies over traditional ones have been defined and proved. They are visibility, concentration, involvement and effectiveness It has been determined the expediency of using immersive technologies in the process of learning foreign languages as a method and technology of long-term immersion of students in a foreign language space based on a foreign language or bilingual education, which involves the use of video, audio, and text information by students to form relevant professional competencies. The research of scientists and their main results related to the selection and application of immersive technologies in teaching foreign languages have been analyzed. Virtual applications that can be used for learning a foreign language have been analyzed. The conclusion has been formulated that immersive technologies provide the formation and development of a new information method of presenting and learning educational material, which positively affects the formation of basic and professional competencies of students studying a foreign language. The opinion about the possibility of combining immersive learning methods with other interactive methods has been substantiated.

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Immersive technologies in the educational space
  • Mar 30, 2024
  • Revista Amazonia Investiga
  • Inna Savytska + 4 more

The article reveals the importance of digital technologies (virtual reality, augmented reality, mixed reality with the use of artificial intelligence) in the educational space of educational institutions, identifies the types and considers the advantages of virtual reality, shows the important role of augmented reality in the educational space of educational institutions; the most well-known means of digital technologies in the educational space of educational institutions are analyzed. The use of immersive technologies is presented as a tool to involve all students in the educational process, where digital technologies are used to personalize learning, a new innovative educational environment is created, motivation is increased, and for understanding reality, providing information, ease of its perception, new opportunities are being searched for the future specialist; The advantages of using immersive technologies in professional education are highlighted, the importance of artificial intelligence for higher education is shown, directions for using a chatbot are suggested. In the conditions of the real educational process, we conducted a study on the formation of students with a high level of competence in the use of digital immersive technologies in the educational space of higher education institutions.

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Immersive Technologies in Higher Education: Challenges and Perspectives
  • Dec 9, 2024
  • Economic and social alternatives

This research is dedicated to the opportunities of emerging digital immersive technologies for education and training. Research interest in immersive technologies is driven by their growing popularity, relevance and potential for development in a number of sectors of the economy and society, and more specifically in higher education. This study explores the key issues, barriers, risks and limitations to the widespread adoption of Extended Reality (XR) technologies in educational institutions. The aim of the study is to identify, analyze and outline the key challenges facing higher education in relation to XR technology. This will be achieved through secondary data analysis, which will involve a systematic review and analysis of relevant sources from recent years. As a result of the research and the synthesis of experiences, seven key challenges that higher education institutions and universities are expected to face on their way to adopting, implementing and using immersive technologies have been systematized. Finally, the findings on the challenges discussed highlight the perspectives of еxtended reality in higher education and outline guidelines for relevant stakeholders to successfully address difficulties related to immersive technologies.

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ABSTRACTThe COVID‐19 pandemic situation has brought a significant transition to education mechanisms across academic institutions, particularly leading to the integration of immersive technologies like metaverse in teaching and learning practices. The current study aims to examine the impact of immersive technologies while exploring how such technologies can influence the academic experience for educators and learners. It seeks to provide insights into the potential trends of metaverse and other immersive technologies in academic innovations and interdisciplinary research in the present and future educational systems. It employs a systematic research approach to investigate the impact of advanced digital learning and immersive technologies on the current education systems. The study collects relevant literature through Google Scholar, IEEE, and Scopus databases using the PRISMA guidelines and further evaluates them using the MMAT tool. Findings highlight the transformative effects of advanced digital learning and immersive technologies in the education sector for both educators and learners.

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Integrating a movement‐based learning platform as core curriculum tool in kindergarten classrooms
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  • Valeria Aloizou + 3 more

Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in‐game elements by either immersing their own image within the game environment or by controlling an avatar using their hand and body gestures. Nonetheless, successfully incorporating these technologies into classrooms with sizable student populations presents a challenge, necessitating the implementation of a well‐considered design approach. This paper introduces a systematic learning design approach facilitating the integration of a movement‐based learning platform as a core curriculum tool in multimodal learning stations within authentic Kindergarten classroom settings. The design approach was evaluated in a case study involving three kindergarten teachers and 49 students conducted over a full school year. Progress data were gathered utilizing a combination of quantitative and qualitative evaluation tools. Analysis of the data suggests that integrating multimodal learning activities led to improvements in overall academic performance, particularly in critical mathematical skills compared to pre‐test scores. Teachers expressed a positive attitude towards the integration of movement‐based games using the learning design approach, finding it to be beneficial and effective for student learning. The study emphasizes the importance of purposeful design in creating immersive learning experiences and underscores the significance of utilizing multiple representations to enhance student motivation and engagement. The proposed systematic learning design approach has the potential to be applied to a broad range of grade levels, academic subjects and educational contexts to facilitate the integration of immersive technologies. Practitioner notesWhat is already known about this topic? Immersive technologies are becoming popular in education. Immersive technologies have been shown to enhance skills and enable the collection of multimodal data to better understand learning processes. The movement‐based learning games fall under the category of immersive technologies that merge real and virtual worlds. Designing effective immersive learning experiences for these new technology‐enhanced learning environments remains a question. What this paper adds A proposed systematic learning design approach that demonstrates the way that movement‐based learning games can be used seamlessly as core curriculum tool in authentic kindergarten settings for an entire school year. Ways to engage effectively a large classroom of 20 or more students with movement‐based learning games. Findings regarding the impact of the movement‐based games on student engagement, academic achievement, cognitive development and social–emotional growth. Teachers' perceptions and attitudes towards executing movement‐based learning experiences in their classrooms using the proposed systematic learning design approach. Implications for practice and/or policy In‐service kindergarten and primary school teachers can adopt the proposed systematic learning design approach to integrate immersive technologies into the curriculum. This ensures that these technologies are used consistently throughout the school year, providing continuous and engaging learning experiences. School district administrators can use the proposed approach to develop training programs for pre‐service and in‐service kindergarten and primary school teachers, focusing on understanding the immersive technology, managing large classrooms and integrating the games into daily lesson plans. School administrators can implement the proposed systematic learning design approach to establish robust systems for monitoring and assessing the impact of immersive technologies on student engagement, academic achievement, cognitive development and social–emotional growth. Special education in‐service teachers can leverage the flexibility of the movement‐based learning games to design personalized learning experiences for their students with special needs. This involves adjusting the difficulty level, pace and type of interaction to meet individual requirements. Special education administrators can promote the use of the proposed approach to foster an inclusive learning environment where all students, regardless of their abilities, can participate and benefit from the immersive technologies.

  • Research Article
  • Cite Count Icon 2
  • 10.31110/fmo2024.v39i2-07
FEATURES OF ORGANIZING STEAM EDUCATIONAL PROJECTS USING IMMERSIVE TECHNOLOGIES
  • Apr 30, 2024
  • Physical and Mathematical Education
  • Nataliia Soroko

Formulation of the problem. The rapid development of technologies in the modern world opens up new horizons for education. Integrating science, technology, engineering, arts, and mathematics (STEAM) holds particular significance as a transformative approach, fostering interdisciplinary learning and preparing students for the challenges of a knowledge-based and digitized society. The transition from a traditional approach to STEAM education becomes even more captivating with the incorporation of immersive technologies. This direction, merging technical and creative aspects, requires an innovative approach to the organization of educational projects, considering the new opportunities and challenges presented by virtual reality (VR), augmented reality (AR), and mixed reality (MR). Materials and methods. To achieve the goal of our research, we used the following methods: systematic and comparative analysis of pedagogical, psychological, philosophical, and sociological works, methodic literature, and analysis of the pedagogical experience of using immersive technologies to organize STEAM projects at school; synthesis and generalization to formulate the main provisions of the study; interviews and questionnaires of teachers regarding their understanding and attitude to immersive technologies as a means of implementing STEAM projects at school; interpretation of research results. We analyzed 18 scientific sources, including 14 Scopus-indexed articles, two reports (the educational report from Horizon 2020 and the "State of the Industry Report" from the XR Association), and two scientific studies by Ukrainian researchers. Eighty-seven teachers participated in interviews and surveys conducted through Google Forms. Results. Creating and organizing a STEAM educational project using immersive technologies involves the following teacher actions: forming a project name by the student's learning goals, educational content, and the project result as its product; creating a reference project; determining the subject, topic, age of students, project preparation time, learning time, essential immersive technologies; forming the purpose of the first lesson and project tasks to immerse and motivate students about the project; identifying problematic issues that should reflect the actual context or problem. We have characterized teachers' attitudes towards immersive technologies when organizing and conducting such projects. Based on the study's results, we have identified the features of organizing STEAM projects using immersive technologies: expanding the field of creativity with AR and VR, immersion in scientific concepts and conducting experiments through the use of virtual laboratories, visualizing abstract ideas through the use of augmented reality, interacting with technology through mixed reality projects, and teamwork in immersive environments. Conclusions. Immersive technologies in STEAM education have advantages (e.g., gaining practical experience, forming interdisciplinary connections through interdisciplinary learning, cooperation, communication, adaptive environment, and request for creativity) in teaching.

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