Jul 2026· Frontiers in Education· 0 citations· 24 references
TL;DR
The need for Emirati localized content development, robust infrastructure, and continuous educational support to benefit from the VR's full potential is highlighted, providing a detailed, context-specific model for VR adoption in a non-Western educational system.
Abstract
Virtual Reality (VR) being an promising tool for immersive learning nowadays, nevertheless, in K-12 classrooms across the UAE, it's still underexplored thus highlighting a research gap in VR in the UAE context. This study collected data from twenty-five teachers in a single UAE private school who used VR with their students. Using qualitative focus group interviews and data thematic analysis, the study explores the teachers' hands-on experiences, perceived educational impacts, challenges, and practical considerations regarding VR integration in the UAE educational context. The findings discussed the discrepancies of VR's perceived educational benefits and the issues associated with integrating VR into education. Themes identified include student involvement and engagement in VR learning, lack of cultural-related curriculum for Arabic implementation, strategies used by teachers to create innovative solutions for classroom delivery with the lack of resources, technical barriers for both students and teachers, and safety-related issues concerning young children using VR technology. One point that emerged was the difference in what VR was presumed to accomplish regarding teaching and learning and how effective VR is when being actively implemented in an actual educational environment. This study highlights the need for Emirati localized content development, robust infrastructure, and continuous educational support to benefit from the VR's full potential. This paper contributes to the growing body of literature on immersive learning by providing a detailed, context-specific model for VR adoption in a non-Western educational system, offering valuable understandings for educators, policymakers, and technology developers.
Findings reveal that early adopters demonstrated innovative pedagogical applications and a strong emphasis on student engagement, while non-users cited cost, access, and curriculum alignment as key barriers.
Erica Southgate, Paul Unsworth, Matt Bower et al.· Online Learning· 0 citations
The findings indicate that teachers' experiences of VR were shaped not only by perceived pedagogical affordances but also by the resources, norms, and support available in their institutions, and highlights the need for pedagogically aligned materials, professional development, and realistic institutional planning.
Mohammad Noor Zuhri, Ahmad Lizamuddin· Edulite: Journal of English...· 0 citations
Immersive learning has emerged as one of the most transformative innovations in 21st-century education. This conceptual review paper critically examines the comparative impact of immersive technologies—Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—on secondary education. Drawing on current empiri...
E. C. Iderima· International Journal of Adv...· 0 citations
The findings suggest that, according to the participants’ perceptions, the effectiveness of immersive technologies may be associated not only with the technological availability of solutions but also with teachers’ level of digital competence and the quality of technology integration into the educational environment.
G. Shangytbayeva, A. Shaikhanova, Zh.Zh. Zhumagaliyeva et al.· Bulletin of Manash Kozybayev...· 0 citations
VR is highlighted as gaining high educational effect when it becomes part of blended learning models and user-centered design principles and it facilitates affective engagement, skill acquisition, and learner motivation.
V. S. A. Goud, K. C, Manimekalai R et al.· Genetics and Molecular Resea...· 0 citations
The perceptions of intermediate-level Chinese as a foreign language (CFL) students toward a VR-embedded station rotation learning model are explored, revealing seven themes: five positive—VR technology, vividness, practice, personalization, and receiving help—and two negative—challenging tasks and technology use.