Abstract

The research on the application of immersive technologies in education began relatively recently and the issue remains open. In order to modernize the learning process, educational simulators, simulators, and textbooks are being developed. Immersive technologies help to absolutely immerse in the learning process, interact with objects inaccessible in the usual reality, get used to acting in acute situations, and as a result - to improve the effectiveness of learning. The aim of the work is an empirical analysis of the methodological basis of the experience of using one of the artifacts and mercurial technologies - virtual reality. Despite the fact that virtual reality has recently been referred to ultra-modern technology, today virtual reality headsets are not a novelty of the technology, but mediators of knowledge. The use of virtual reality devices for immersive learning is becoming relevant and accessible. Methods - empirical research using systematic search, and comparative analysis of two pedagogical experiments involving artifacts. Results - it turned out that virtual reality seems to be as effective as previous technological tools used in education, and in certain specialties can contribute to better performance in learning. Practical significance - the results of the work may establish specific learning contexts in which virtual reality is more effective than others and may allow new educational opportunities, especially in shaky geopolitical situations. Virtual reality is a modular technology that adapts to all situations and allows the creation of extended learning materials. Nevertheless, it has proven to be more effective for certain specialties, such as the medical field.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call