Use of Immersive Technologies in the Educational Process: Advantages of the Approach, Analysis of Commercial Systems, Classification of Educational Environments

2024;
: pp. 219 - 237
1
Lviv Polytechnic National University, Software Engineering Department
2
Lviv Polytechnic National University, Lviv, Ukraine

In recent years, the popularity of information technologies, their role and degree of use in many areas, in particular in the field of education, has been growing. The implementation of digital educational tools in the educational process allows to increase its flexibility, to apply more individual approaches to the education seekers and to encourage them to self-improvement.

Today, the use of many digital technologies, such as audio and video devices, interactive whiteboards, computers, tablets, etc., for better learning of educational material is common in educational institutions. Immersive technologies, such as virtual reality and augmented reality, have been gaining more and more development over the last decade and are occupying their niche in the field of education.

Virtual reality technologies make it possible to create an artificial interactive three-dimensional world with which the user interacts by engaging the senses. To interact with the objects of this world, you need to use special peripheral devices, which are of various types, from simple, like head-mounted displays or gloves, to complex, like navigation panels or rooms. The disadvantage of such software is the impossibility of ensuring its cross-platform compatibility for different types of hardware that can be used in the educational process.

Based on the analysis of scientific literature, ways to increase the effectiveness of learning by introducing immersive learning environments into the educational process have been identified, and the main advantages of learning using virtual reality technologies compared to traditional methods have been highlighted. An analysis of modern head-mounted displays as the main device for reproducing the virtual world for educational platforms was conducted and it was determined that the most popular of them is the Oculus Quest 2 model.

Through analysis of the Oculus app store, it has been determined that only a small percentage of commercial systems can be used as aids in the learning process.

The article presents a formed classification of immersive educational environments, which defines a set of functions in a system of a certain type. Using the proposed classification, you can determine the necessary characteristics of the virtual reality application being developed for training and choose the optimal technologies for its implementation.

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