Author
Publication
Summary
Using Virtual Reality (VR) in the classroom offers innovative and engaging learning experiences that help students grasp abstract concepts in ways that traditional lecture methods often cannot.
Abstract
Continuing advancement in educational technology provides an opportunity for institutions of higher education to enhance electronic learning experiences for students. Virtual Reality (VR) is a simulated experience of a three-dimensional environment. Virtual Reality (VR) technologies have been developed for a wide range of applications in education, but further research is needed to establish appropriate and effective learning techniques and practices to promote meaningful learning. By creating an immersive and interactive learning environment, VR offers a novel approach to education that can enhance engagement, improve understanding of abstract concepts, and provide teaching experiences that the traditional lecture method cannot. Using VR immerses the student in the topic at hand without distraction from real-world events. VR in the classroom can provide innovative and engaging learning experiences that encourage students to approach the subject matter from alternative perspectives. The study evaluated students' perceptions of using VR headsets as a supplementary learning tool for classroom instruction. The findings suggests that VR provide positive educational experiences. This chapter examines the potential use of VR systems for education, examining its benefits, applications, challenges and prospects.
Primary research questions
- What is virtual reality, and how can students use it?
- What are the benefits of using virtual reality in the classroom?
- What are the students' perceptions of using VR as a supplementary educational tool?
- What are the challenges of applying VR in the classroom?
What was already known
The literature review highlights that the use of virtual reality (VR) in education enhances active learning, boosts motivation, and increases student engagement by offering immersive experiences in virtual environments. These experiences have been shown to help students develop problem-solving skills and improve knowledge retention when compared to traditional learning methods. However, despite these advantages, there are concerns related to the accessibility of VR technology, high costs, lack of sufficient technical support, limited availability of content, and the potential for motion sickness among users in the classroom.
What or how does your research add to the field/discussion?
This study evaluated college students’ perceptions of using virtual reality (VR) as a supplementary tool for classroom instruction. In addition to providing immersive learning experiences, VR offers several other educational benefits. It fosters creativity and sparks students’ imaginations, which can motivate them to explore new academic interests. Moreover, VR helps students who struggle with difficult academic concepts by making learning more engaging and enjoyable. Interactive models and visualizations transform abstract ideas into tangible experiences, making them easier to grasp. For instance, VR enables students to "visit" historical sites, explore artifacts, and engage with historical figures—experiences that traditional textbooks cannot replicate. Instead of passively sitting at a desk, students can physically interact with objects and people in a virtual environment, which encourages deeper involvement and enthusiasm for subjects like history. Beyond academics, VR also promotes cultural competence, an essential skill in today’s globalized world. By bringing distant or inaccessible environments into the classroom, VR allows students to embark on virtual field trips to places like Morocco or China, thereby broadening their understanding of diverse cultures.
Novel Methodology
Both quantitative and qualitative research methods were employed in this study to provide a more comprehensive understanding of the issue at hand. By combining these approaches, the strengths of one method were used to address the limitations of the other. Tobergte (2013) describes this process as triangulation, where both qualitative and quantitative data are integrated within a mixed-methods approach to corroborate findings across different data sets. To understand participants’ perceptions of VR as a supplementary tool for classroom instruction, a survey was conducted. The survey collected both qualitative and quantitative data, with open-ended questions designed to gather rich, detailed responses. For the quantitative aspect, close-ended questions based on a 5-point Likert scale (1–5) assessed whether users felt VR enhanced their learning experience. The collected quantitative data were analyzed using SPSS statistical software. A key focus was on gathering feedback regarding the effectiveness of VR applications in supporting course content. Various VR activities were used to explore different social science concepts. For instance, students virtually visited the pyramids of Giza and the tombs of the kings to learn about ancient Egyptian civilization. This immersive experience allowed students to visualize historical artifacts, like the tomb of King Tutankhamun, transforming abstract concepts into tangible experiences. Following these VR sessions, students completed a post-learning survey.
Implications for Society
As VR technology becomes more affordable and accessible in the society, its use in education is likely to grow. Educational institutions will increasingly integrate VR into classrooms and online learning platforms to enhance learning experiences.Despite the fact that VR is powerful, it's important not to rely on it too heavily. It should complement traditional educational methods, not replace them entirely, as some learning experiences still require face-to-face interaction and other conventional approaches.
Implications for Research
The implications of virtual reality (VR) in education for research are multifaceted, encompassing pedagogical, cognitive, ethical, and economic factors. Integrating VR into educational settings opens up a promising avenue for interdisciplinary research, offering both exciting opportunities and significant challenges in reshaping how teaching is delivered in 21st-century classrooms.
Citation:
Oigara, J. N. (2025). Exploring the Use of Virtual Reality Headsets as a Learning Tool for Classroom Instruction. In S. Gökoğlu & F. Erdoğdu (Eds.), Virtual Technology Innovations in Education (pp. 153-180). IGI Global Scientific Publishing.