Skip to main content

The General View of Virtual Reality Technology in the Education Sector

  • Conference paper
  • First Online:
Proceedings of International Joint Conference on Advances in Computational Intelligence (IJCACI 2022)

Abstract

Virtual Reality (VR) is more common in education. This report provides a review of VR indicating changes in virtual reality and methods. The paper analyzes the VR applications and the academic approaches to VR study. The paper discusses the training, distance cooperation, and design of teaching methods. VR has made it possible to overcome obstacles set by time and space in the space experience. It contains three areas of applications. The research areas related to VR: Cooperation, Work Practices, and Knowledge Transfer Assessment, which to some extent followed application areas that used new methods of collecting research materials. The paper's result shows the benefits and applications of virtual reality (VR), and the safe environment for youth using virtual reality technologies too are discussed.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 329.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Killingback C, Drury D, Mahato P, Williams J (2020) Student feedback delivery modes: a qualitative study of student and lecturer views. Nurse Educ Today 84:104237

    Article  Google Scholar 

  2. Haarala-Muhonen A, Ruohoniemi M, Parpala A, Komulainen E, Lindblom-Ylänne S (2017) How do the different study profiles of first-year students predict their study success, study progress and the completion of degrees? Higher Educ 74(6):949–962

    Google Scholar 

  3. AlFarsi G, Yusof ABM, Rusli MEB, Tawafak RM, Malik SI, Mathew R (2021) The general view of virtual learning environment in education sector. In: 2021 22nd international arab conference on information technology (ACIT). IEEE, pp 1–6‏

    Google Scholar 

  4. Brent R, Felder R (2016) Why students fail tests: 1. Ineffective studying. Chem Eng Educ 50(2):151–152

    Google Scholar 

  5. Tawafak RM, Alfarsi G, Jabbar J (2021) Innovative smart phone learning system for graphical systems within COVID-19 pandemic. Contemporary Educ Technol 13(3):ep306

    Google Scholar 

  6. El-Masri M, Tarhini A (2017) Factors affecting the adoption of e-learning systems in Qatar and USA: extending the unified theory of acceptance and use of technology 2 (UTAUT2). Educ Technol Res Dev 65(3):743–763

    Google Scholar 

  7. Mehta A, Morris NP, Swinnerton B, Homer M (2019) The influence of values on e-learning adoption. Comput Educ 141:103617

    Article  Google Scholar 

  8. Dakduk S, Santalla-Banderali Z, Van Der Woude D (2018) Acceptance of blended learning in executive education. SAGE Open 8(3):2158244018800647

    Article  Google Scholar 

  9. Mohamad SNM, Sazali NSS, Salleh MAM (2018) Gamification approach in education to increase learning engagement. Int J Human, Arts Soc Sci 4(1):22–32

    Google Scholar 

  10. Doumanis I, Economou D, Sim GR, Porter S (2019) The impact of multimodal collaborative virtual environments on learning: a gamified online debate. Comput Educ 130:121–138

    Article  Google Scholar 

  11. Alfarsi G, Yusof ABM, Tawafak RM, Malik SI, Mathew R, Ashfaque MW (2020) An overview of electronic games in the academic areas. In: 2020 IEEE international conference on advent trends in multidisciplinary research and innovation (ICATMRI). IEEE, pp 1–6

    Google Scholar 

  12. Sun JCY, Hsieh PH (2018) Application of a gamified interactive response system to enhance the intrinsic and extrinsic motivation, student engagement, and attention of English learners. J Educ Technol Soc 21(3):104–116

    Google Scholar 

  13. Tsay CHH, Kofinas A, Luo J (2018) Enhancing student learning experience with technology-mediated gamification: an empirical study. Comput Educ 121:1–17

    Article  Google Scholar 

  14. Al Azawi, Al Ghatarifi D, Ayesh A (2017) A higher education experiment to motivate the use. In: Future technologies conference (FTC), Muscat Oman

    Google Scholar 

  15. Haris DA, Sugito E (2015) Analysis of factors affecting user acceptance of the implementation of ClassCraft e-learning: case studies faculty of information technology of Tarumanagara university. In: 2015 international conference on advanced computer science and information systems (ICACSIS). IEEE, pp 73–78

    Google Scholar 

  16. Dembski F, Wössner U, Yamu C (2019) Digital twin. In: Virtual reality and space syntax: civic engagement and decision support for smart, sustainable cities: proceedings of the 12th international space syntax conference, Beijing, China, pp 8–13‏

    Google Scholar 

  17. Koivisto J, Malik A (2021) Gamification for older adults: a systematic literature review. Gerontologist 61(7):e360–e372

    Article  Google Scholar 

  18. Laskin M, Lee K, Stooke A, Pinto L, Abbeel P, Srinivas A (2020) Reinforcement learning with augmented data. Adv Neural Inf Process Syst 33:19884–19895

    Google Scholar 

  19. Jang S, Aguero-Barrantes P, Christenson R (2022) Augmented and virtual reality resource infrastructure for civil engineering courses. In: 2022 ASEE annual conference & exposition.

    Google Scholar 

  20. Howard JP, Wood FA, Finegold JA, Nowbar AN, Thompson DM, Arnold AD, Rajkumar CA, Connolly S, Cegla J, Stride C, Sever P, Francis DP (2021) Side effect patterns in a crossover trial of statin, placebo, and no treatment. J Am Coll Cardiol 78(12):1210–1222

    Google Scholar 

  21. Tawafak RM, Romli A, Malik SI, Shakir M, Alfarsi GM (2019) A systematic review of personalized learning: Comparison between e-learning and learning by coursework program in Oman. Int J Emerg Technol Learn (Online) 14(9):93

    Article  Google Scholar 

  22. Malik S, Al-Emran M, Mathew R, Tawafak R, AlFarsi G (2020) Comparison of e-learning, M-learning and game-based learning in programming education–a gendered analysis. Int J Emerg Technol Learn (iJET) 15(15):133–146

    Article  Google Scholar 

  23. Al Farsi G, Yusof ABM, Romli A, Tawafak RM, Malik SI, Jabbar J, Bin Rsuli ME (2021) A review of virtual reality applications in an educational domain. Int J Interact Mobile Technol 15(22)

    Google Scholar 

  24. Hussin NH, Jaafar J, Downe AG (2011) Assessing educators’ acceptance of Virtual Reality (VR) in the classroom using the unified theory of acceptance and use of technology (UTAUT). In: International visual informatics conference. Springer, Berlin, Heidelberg, pp 216–225

    Google Scholar 

  25. Al Farsi G, Yusof ABM, Fauzi WJB, Rusli MEB, Malik SI, Tawafak RM, Mathew R, Jabbar J (2021) The practicality of virtual reality applications in education: limitations and recommendations. J Hun Univ Nat Sci 48(7)

    Google Scholar 

  26. Al Farsi G, Tawafak RM, Malik SI, Khudayer BH (2022) Facilitation for undergraduate college students to learn java language using e-learning model. Int J Interact Mobile Technol 16(8)

    Google Scholar 

  27. AlFarsi GA, Tawafak RM, Malik SI, Mathew R, Ashfaque MW (2022) A view of virtual reality in learning process. In: Innovations in electronics and communication engineering. Springer, Singapore, pp 423–428

    Google Scholar 

  28. Tawafak RM, Alfarsi G, Khudayer BH (2022) Artificial intelligence effectiveness and impact within COVID-19. In: ITM web of conferences, vol 42. EDP Sciences

    Google Scholar 

  29. Tawafak RM, Malik SI, Alfarsi G (2021) Impact of technologies during the COVID-19 pandemic for improving behavioral intention to use e-learning. Int J Inf Commun Technol Educ (IJICTE) 17(3):137–150

    Article  Google Scholar 

  30. Alrimy T, Alhalabi W, Malibari AA, Alzahrani FS, Alrajhi S, Alhalabi M, Hoffman HG (2022) Virtual reality animal rescue world: pediatric virtual reality analgesia during just noticeable pressure pain in children aged 2–10 years old (crossover design). Front Psychol 13

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ghaliya Al Farsi .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Al Farsi, G. et al. (2023). The General View of Virtual Reality Technology in the Education Sector. In: Uddin, M.S., Bansal, J.C. (eds) Proceedings of International Joint Conference on Advances in Computational Intelligence. IJCACI 2022. Algorithms for Intelligent Systems. Springer, Singapore. https://doi.org/10.1007/978-981-99-1435-7_25

Download citation

Publish with us

Policies and ethics