Development of virtual reality technology and its application for student education

Author(s) Collection number Pages Download abstract Download full text
Батюк А. Є., Кулик Ю. Р. № 2 (67) 58-68 Image Image

Training is a critical step in preparing specialists in various fields for today’s challenges. Traditional methods and approaches may be limited in terms of efficiency and development of the necessary skills, which is why it is necessary to consider methods of using virtual reality technology to improve the quality of training, the possibility of si­mulating various scenarios related to training and the challenges that future specialists may face.

This paper describes one of the promising methods of education made possible by the introduction of modern information technologies, which is created through computer modeling. The available research in the field of using computer solutions in pedagogy is rather limited, as the authors of works related to the application mainly describe the use of electronic textbooks and test platforms, less often the use of multimedia materials, and in some cases – simulators and trainers.

The potential benefits of using virtual reality, such as improving learning, creating an immersive learning environment, and developing creative approaches to learning, are highlighted. Current trends and their impact on student engagement are analyzed. The history of development is described and analyzed, works and studies related to the use of this technology in education are reviewed, and the advantages of its use are given, namely: increased student interest, more detailed and better memorization of new materials and the ability to concentrate.

The article analyzes virtual reality developments and tools, their impact on skill development, and highlights the challenges and prospects for further development of this technology in the context of education.

The general conclusion is that the use of this technology in education can be an important tool for ensuring interesting and effective learning.

Keywords: simulation, virtual reality, educational tool, teaching method, interactive learning, education.

doi: 10.32403/1998-6912-2023-2-67-58-68

  • 1. Campos, E., Hidrogo, I., & Zavala, G. (2022, September). Impact of virtual reality use on the teaching and learning of vectors. Frontiers in Education, Vol. 7, p. 702 (in English).
  • 2. Hu-Au, E., & Lee, J. J. (2017). Virtual reality in education: a tool for learning in the experience age. International Journal of Innovation in Education, 215−226 (in English).
  • 3. Christopoulos, A., Conrad, M., & Shukla, M. (2018). Increasing student engagement through virtual interactions: How?. Virtual Reality, 22, 353-369 (in English).
  • 4. Virtualna realnist: pryntsypy roboty ta perevahy dlia navchannia. [Virtual reality: working principles and benefits for learning]. Teachhub. Retrieved from­na-realnist/ (in Ukrainian).
  • 5. What are the risks of virtual reality and augmented reality, and what good practices does ANSES recommend? Anses. Retrieved from (in English).
  • 6. Understanding virtual reality and augmented reality. GCFGlobal. Retrieved from (in English).
  • 7. VR vs Traditional Training. Future Visual. Retrieved from (in English).
  • 8. Jerald, J. (2016). The VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool, 22−25 (in English).
  • 9. Boas, Y. (2013). Overview of Virtual Reality Technologies. Interactive Multimedia Confe­rence (in English).
  • 10. Rosenberg, L. The Metaverse — of the 1990’s. Medium. Retrieved from (in English).