Higher Education and Its Improvement through Virtual Reality

A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "Higher Education".

Deadline for manuscript submissions: closed (21 December 2022) | Viewed by 3350

Special Issue Editors


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Guest Editor
Department of Computer Science, BTH - Blekinge Institute of Technology, 37141 Karlskrona, Sweden
Interests: computer graphics; AI; AR; VR; XR
Department of Computer Science, BTH - Blekinge Institute of Technology, 37141 Karlskrona, Sweden
Interests: human computer interaction; VR; AR; XR

Special Issue Information

Dear Colleagues,

With the advancement of technology, education and other means of instructions have also undergone a significant transformation. Education often entails the challenging goal of delivering significant content to students. A useful and effective method to achieve the intended purpose is to make the education content more enjoyable. Modern technology, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and, a more recently coined term, extended reality (XR), can play an important role to this end. It allows the students to experience a more positive blend of practically and imagination during learning. Modern gadgets enabling virtual experiences are becoming more affordable, thereby, allowing a good scalability of these devices in universities and schools.

In this Special Issue on the Higher education and Its Improvement Through Virtual Reality, we invite original research articles and reviews dealing with the higher education and AR/VR/MR/XR in their various forms.

Topics of interest to this Special Issue include, but are not limited to:

  • Literature reviews, survey papers connecting education and AR/VR/MR/XR;
  • Application and development of educational curriculum using AR/VR/MR/XR;
  • Empirical or case studies of educational programs/curriculums involving AR/VR/MR/XR;
  • Adaptation or evolution (including impact, benefits and/or limitations) of old curriculum with AR/VR/MR/XR;
  • Social or cultural factors dealing with AR/VR/MR/XR when applied to education;
  • Application of AR/VR/MR/XR when dealing with education, and remote education in times of COVID-19.

We are looking forward to receiving your contributions.

Dr. Prashant Goswami
Dr. Yan Hu
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a double-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Education Sciences is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • higher education
  • e-learning
  • digital learning
  • virtual reality
  • augmented reality
  • extended reality

Published Papers (1 paper)

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Research

19 pages, 9211 KiB  
Article
Creation of Immersive Resources Based on Virtual Reality for Dissemination and Teaching in Chemical Engineering
by Manuel J. Díaz, Casimiro Mantell, Ildefonso Caro, Ignacio de Ory, Jezabel Sánchez and Juan R. Portela
Educ. Sci. 2022, 12(8), 572; https://doi.org/10.3390/educsci12080572 - 22 Aug 2022
Cited by 5 | Viewed by 2208
Abstract
Chemical Engineering is a complex discipline that is mainly applied to the industrial context, which makes it difficult to approach real equipment and systems in the classroom to students. Nevertheless, Information and Communication Technologies (ICTs) are particularly useful to encourage active and autonomous [...] Read more.
Chemical Engineering is a complex discipline that is mainly applied to the industrial context, which makes it difficult to approach real equipment and systems in the classroom to students. Nevertheless, Information and Communication Technologies (ICTs) are particularly useful to encourage active and autonomous learning, normally associated with deeper levels of engagement and understanding of the subjects taught. In this way, several studies have demonstrated that immersion has the potential to increase learning experiences and improve creativity and engagement, Virtual Reality (VR) being a remarkable example. In this context, we created and shared with students two immersive resources based on VR: (a) a laboratory 360° video tour, which was used to disseminate the Chemical Engineering Degree in an Open Door Days organized for high school students; and (b) an experiential learning tool integrated with Moodle, which was available previously to face-to-face practical lessons of the subject Separation Operations. In both cases, the feedback from the participant students was positive. High school students increased their interest in Chemical Engineering Degree after viewing the 360° video, meanwhile undergraduate students found the immersive tool useful in the subsequent performance of real practical activities. From the perspective of professors, creation of these resources required purchase of equipment, time and effort, but they were highly valued as a tool for disseminating and supporting teaching, being an initial starting point for the creation of more enhanced VR-based materials. Full article
(This article belongs to the Special Issue Higher Education and Its Improvement through Virtual Reality)
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