Abstract

This paper describes the advantages of using virtual reality (VR) environments like Second Life (SL) and VR headsets to motivate and engage students into active learning. Two advantages of virtual reality are that it allows users to see and interact in a three-dimensional world. Research results for the use of VR are also presented and compared to those of the traditional textbook teaching method. In addition, the authors share their successful problem-based learning (PBL) activities carried out in SL and their creative lesson ideas for using VR headsets with students.

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