Sep 2026· The International Journal of Technologies in Learning· 0 citations
TL;DR
The study points to the potential of VR and AR to facilitate adaptive, interactive, and collaborative learning and offers insights into the conditions under which these technologies may improve accessibility and participation for diverse learners.
Abstract
This study presents a conceptual and case-based exploration of virtual reality (VR) and augmented reality (AR) technologies in inclusive education. The article synthesizes evidence on functional, pedagogical, and accessibility aspects of immersive learning environments, drawing on peer-reviewed literature and illustrative case studies from Kazakhstan, Kyrgyzstan, and Moldova. Sources were selected based on thematic relevance, scientific validity, and inclusion of practical or theoretical applications of VR. Case studies were selected based on their representativeness of technical, secondary, and higher education contexts. It analyzes pedagogical affordances, engagement potential, and inclusive design features but also takes into account implementation barriers, infrastructural requirements, and professional development needs for educators. The study points to the potential of VR and AR to facilitate adaptive, interactive, and collaborative learning and offers insights into the conditions under which these technologies may improve accessibility and participation for diverse learners. The article combines regional case evidence and theoretical synthesis to contribute to the discussion of immersive educational technologies and to provide guidance for instructional design, institutional planning, and inclusion strategies. While outcomes are context-specific and based on secondary evidence, the study outlines considerations for feasible and sustainable implementation in varied educational settings.
As the field of Virtual Reality (VR) continues to advance rapidly, it is evident that these technologies can facilitate transformative avenues in engineering education by enabling immersive, interactive, and experiential learning. This literature review investigates VR in engineering education across disciplines explor...
IVR effectiveness does not result automatically from device quality but is mediated by pedagogical design, content alignment, formative debriefing, and users’ digital readiness, indicating the transformative potential of IVR in higher science education.
Riswanto Riswanto, Hartono, W. Sumarni et al.· International Journal of Lea...· 0 citations
The article examines the emerging role of virtual and augmented reality technologies in distance learning. It addresses the challenges of adapting these technologies to enhance student learning outcomes. Particular attention is given to the neuropsychological mechanisms involved in reducing the “cognitive gap” and miti...
M. Chumak, Володимир Сушко, Yuliia Sylenko et al.· Brain: Broad Research in Art...· 0 citations
The use of virtual and augmented reality (xR) in educational contexts opens up new pedagogical possibilities, but places high demands on planning, technology, and ethical responsibility. To date, no systematic tool is available to help educators and decision-makers evaluate use cases of immersive technologies in a stru...
Caroline Schon, O. Ueberschär, Johannes Tümler· Education sciences· 0 citations
The introduction of virtual reality as an instructional technology enhances the educational potential of hybrid teaching due to its immersive component, which enables a more comprehensive experiential learning experience. The subject of this research is the systematization and analysis of existing technical, content-re...
Extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), offer new opportunities for immersive and experiential learning; however, their spatial and interactive characteristics are difficult to represent with conventional educational materials. To establish the...
Klemen Pečnik, Meta Marinko, Žana Juvan· Applied Sciences· 0 citations
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