Case Study: VR Immersive Training for Higher Education – Benefits and Challenges
Audra Savickiene, Vilniaus Kolegija Higher Education Institution (Lithuania)
Marius Brazdauskas, Higher Education Institution (Lithuania)
Thomas Tumosa, MB Zen Republic (Lithuania)
Agne Savickaite, MB Zen Republic (Lithuania)
Daniele Kulikauskaite, NGO Motyvaciniai Projektai (Lithuania)
Abstract
This abstract presents a case study focused on the use of virtual reality (VR) immersive training for higher education. With the rapid development of digital technologies, the relevance of applying new IT solutions towards educational purposes is increasing. According to PWC, VR training provides faster, more engaging, and focused learning experiences, making it an attractive option for educational purposes. The article also highlights the sudden rise in popularity of the term "Metaverse" and its potential to revolutionize not just education but many other areas. The primary objective of this article is to explore the possible applications of VR technologies in higher education. In 2022, Vilniaus Kolegija Higher Education Institution, in partnership with Edtech companies, MB Zen Republic and NGO Motyvaciniai projektai, conducted pilot VR gamified training and practical study. Qualitative research was directed to analyse students' experiences while using VR technologies and their requirements related to the acquisition of such technologies. The outcomes of the study will be beneficial in predicting the potential applicability of VR technologies for higher education. In conclusion, this case study provides significant insights into the potential benefits of VR immersive training for higher education. It underscores the importance of partnerships between education and technology experts to develop digital solutions that meet the needs of the education sector. Enhancing the quality of the educational process, increasing student involvement and motivation, and meeting the expectations of both teachers and students are crucial goals that can be achieved through the development of effective digital solutions for education.
Keywords |
EdTech, Virtual Reality, Web 3, Metaverse |
References |
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