Overview of the use of virtual reality technologies in primary educational institutions
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Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment.[1] The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students.[citation needed] These facets of virtual reality have found applications within the primary education (K-8th grade) sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.
^Piovesan, S. D., Passerino, L. M., & Pereira, A. S. (2012). VIRTUAL REALITY AS A TOOL IN THE EDUCATION. IADIS International Conference on Cognition and Exploratory Learning in Digital Age. Retrieved from http://files.eric.ed.gov/fulltext/ED542830.pdf
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