Virtual technology (VR) has been crafting rapidly and is expected to be the next big technological turning point. It is getting used in many numerous fields and applications. Yet , VR has some limitations and problems that need to be cured in order for it for being fully implemented.

VR is a new technology that enables users to immerse themselves in an environment and experience multiple types of media. It also allows users to interact with that environment in a highly realistic capacity. It includes many uses in advanced schooling, especially since it allows learners to practice expertise in a safe and taken care of environment.

Initially, VR was developed as a games device. It consists of a headset that allows an individual to check out an immersive virtual environment. VR online games are often known as exergames, mainly because they might require the user to embark on vigorous body system activity to be able to play the sport.

Research in the application of VR technology in higher education and teaching is becoming more common with the introduction of this new technology. The goal of this kind of document is to review the existing literary works on the work with cases of VR in higher education and also to analyze the influence with the application of VR on students’ learning outcomes.

This analysis collected and screened 85 literatures to determine the influence in the application of VR in advanced schooling and teaching on scholar learning outcomes. The results revealed that the impact of VR on students’ learning outcomes was predominantly due to its results on university student behaviors, as well as its effects on students’ cognition and then finally its effects on students’ emotional perceptions.

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