TY - GEN
T1 - A review on the Challenges and Prospects in Harnessing Virtual Reality in Education
AU - Adetunla, Adedotun
AU - Akinlabi, Esther
AU - Jen, Tien Chien
AU - Okokpujie, Imhade P.
AU - Ajibade, Samuel Soma
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - Virtual Reality (VR) has emerged as a revolutionary technology with immense potential in transforming the landscape of education. This manuscript explores the integration of VR into educational settings, examining its benefits, challenges, and the promising future it holds in enhancing teaching and learning experiences across various disciplines. The result of this study shows that the existing literature showcases the diverse applications of VR, ranging from immersive simulations in medical training to enhancing language acquisition and making science, technology, engineering and mathematics (STEM) subjects more accessible. As educators and researchers continue to explore the possibilities offered by virtual reality, it is evident that this technology has the potential to redefine traditional educational paradigms. The emphasis on creating inclusive, interactive, and dynamic learning environments through VR not only caters to diverse learning styles but also addresses the ever-evolving needs of modern education. As this field evolves, ongoing research endeavors will undoubtedly uncover new insights, refine existing applications, and contribute to the continual improvement of educational methodologies in the digital age.
AB - Virtual Reality (VR) has emerged as a revolutionary technology with immense potential in transforming the landscape of education. This manuscript explores the integration of VR into educational settings, examining its benefits, challenges, and the promising future it holds in enhancing teaching and learning experiences across various disciplines. The result of this study shows that the existing literature showcases the diverse applications of VR, ranging from immersive simulations in medical training to enhancing language acquisition and making science, technology, engineering and mathematics (STEM) subjects more accessible. As educators and researchers continue to explore the possibilities offered by virtual reality, it is evident that this technology has the potential to redefine traditional educational paradigms. The emphasis on creating inclusive, interactive, and dynamic learning environments through VR not only caters to diverse learning styles but also addresses the ever-evolving needs of modern education. As this field evolves, ongoing research endeavors will undoubtedly uncover new insights, refine existing applications, and contribute to the continual improvement of educational methodologies in the digital age.
KW - Artificial Intelligence
KW - Industry 4.0
KW - Virtual reality
KW - digital education
UR - http://www.scopus.com/inward/record.url?scp=85202927376&partnerID=8YFLogxK
U2 - 10.1109/SEB4SDG60871.2024.10630094
DO - 10.1109/SEB4SDG60871.2024.10630094
M3 - Conference contribution
AN - SCOPUS:85202927376
T3 - International Conference on Science, Engineering and Business for Driving Sustainable Development Goals, SEB4SDG 2024
BT - International Conference on Science, Engineering and Business for Driving Sustainable Development Goals, SEB4SDG 2024
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2024 International Conference on Science, Engineering and Business for Driving Sustainable Development Goals, SEB4SDG 2024
Y2 - 2 April 2024 through 4 April 2024
ER -