Abstract

This paper investigated the socio-ethical challenges associated with the integration of new technologies in education. Its primary objective was to undertake a mixed-methods case study that delved deeply into the ethical considerations within the socio-cultural context, particularly concerning the effectiveness of virtual reality in educational settings. To comprehensively address the identified issues, the research combined a case study approach with a thorough literature review, which supported and validated the study’s hypotheses. The literature analysis encompassed 50 sources sourced from reputable scientific databases, including Web of Science, Google Scholar, and Scopus, with selections made through the stratified sampling method. The inclusion criteria consisted of articles published between 2019 and 2023 that examined the effects of virtual reality and artificial intelligence in educational settings. The findings highlighted essential elements regarding the application of virtual reality in education, including its ethical considerations and its effects on both students and teachers from a socio-ethical viewpoint. The paper also addressed the ethical principles that must be considered when implementing immersive educational practices. Through an extensive literature review, emerging trends and challenges that necessitate further investigation were investigated. The paper outlined specific ethical guidelines that should be adhered to when utilising immersive technologies in education, thereby establishing a framework for their responsible application. The examination of the risks and opportunities presented by virtual reality offers valuable insights for educators aiming to incorporate these technologies into their teaching methodologies. This paper also explored the emerging possibilities that virtual reality brings to education and outlines the most effective strategies for its application. In terms of practical applications, the findings can inform the development of guidelines for the ethical utilisation of virtual reality in education, assisting educators in mitigating any potentially adverse effects on students.

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