TY - GEN
T1 - Immersive Education
T2 - 2024 International Conference on Electrical and Computer Engineering Researches, ICECER 2024
AU - Muzata, Artwell Regis
AU - Singh, Ghanshyam
AU - Stepanov, Mikhail Sergeevich
AU - Musonda, Innocent
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - The revolutionary possibilities of combining virtual reality (VR) with the latest innovations like augmented reality (AR), artificial intelligence (AI), and natural language processing (NLP) in the classroom are examined in this paper. It looks at how virtual reality improves immersive learning settings by enabling participants to explore virtual worlds, interact with digital design, and play games, which helps them comprehend and remember complicated topics better. The article also emphasises how technology developments like more compact headgear and haptic feedback systems have democratised virtual reality and made immersive educational experiences more widely available. This paper describes how VR's combination with other technologies is changing classroom instruction through an analysis of present trends, difficulties, and potential developments. It also provides case studies and empirical findings to help guide the adoption of VR-enhanced learning in educational contexts.
AB - The revolutionary possibilities of combining virtual reality (VR) with the latest innovations like augmented reality (AR), artificial intelligence (AI), and natural language processing (NLP) in the classroom are examined in this paper. It looks at how virtual reality improves immersive learning settings by enabling participants to explore virtual worlds, interact with digital design, and play games, which helps them comprehend and remember complicated topics better. The article also emphasises how technology developments like more compact headgear and haptic feedback systems have democratised virtual reality and made immersive educational experiences more widely available. This paper describes how VR's combination with other technologies is changing classroom instruction through an analysis of present trends, difficulties, and potential developments. It also provides case studies and empirical findings to help guide the adoption of VR-enhanced learning in educational contexts.
KW - Artificial Intelligence (AI)
KW - Augmented Reality (AR)
KW - Natural Language Processing (NLP)
KW - Virtual learning environments (VLE)
KW - Virtual Reality (VR)
KW - Virtual reality-based training systems (VRTS)
UR - http://www.scopus.com/inward/record.url?scp=105001815863&partnerID=8YFLogxK
U2 - 10.1109/ICECER62944.2024.10920357
DO - 10.1109/ICECER62944.2024.10920357
M3 - Conference contribution
AN - SCOPUS:105001815863
T3 - International Conference on Electrical and Computer Engineering Researches, ICECER 2024
BT - International Conference on Electrical and Computer Engineering Researches, ICECER 2024
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 4 December 2024 through 6 December 2024
ER -