tivities that the virtual laboratory contain. The exper-
iment and results are shown in section 5, where this
educational software was validated against teachers,
who have pedagogical experience. Finally, section 6
shows the conclusions.
2 RELATED RESEARCH
In recent years the investigations related to the use
of virtual reality in the educational field has begun to
increase.
In fact, education is currently one of the most
promising areas for the design and development of
virtual reality applications, mainly thanks to the abil-
ity to introduce the student to immersive and multi-
sensory environments (sight, touch, ears). In which
students can interact with an virtual environment that
stimulates their learning process.
2.1 Educational Software
Educational software is the technological tool to the
new learning society (Fredes et al., 2012) (Colegio
and Minnaard, 2016), because of this, strategies have
been adopted at different levels, from an institutional
level to a classroom level, searching for the appro-
priately use of educational software. Simulation in
virtual environments can be a powerful tool to place
students in "practical" scenarios that could not be ac-
cessed in reality (Saxena et al., 2016).
For example virtual environments are au-
tonomous, intercommunicated worlds that interact
with an user that is also located inside the computer;
there are two types of virtual environments applica-
tions that can be applied on education: simulators
and video games.
At all the different levels of education, virtual re-
ality has the potential to be involved on the learning
process, to lead students to new discoveries, to moti-
vate and stimulate the process of learning (Ott et al.,
2015). In fact, students can participate in the learning
environment with immersion, that is a sense of pres-
ence of being part of the environment.
2.2 Virtual Reality in the Education
In brief virtual reality is an alternative world filled
with computer generated images that respond to hu-
man movements. These simulated environments are
usually visited with the aid of head-mounted goggles
and fiber-optic data gloves (Steuer, 1992).
For instance, some of the main characteristics of
virtual reality are immersion and presence, whose are
focused on generating the sensation of being present
in a simulated place, this allows to give a focused
viewpoint in terms of human experience rather than
technology to virtual reality. However, the concept of
presence does not refer to what surrounds one, as in
the physical world, but to the perception of the envi-
ronment through an automatic and controlled mental
process (Gibson, 2014), on the other hand Immersion
can be defined as the feeling of being present in a cer-
tain environment.
In the past there have been certain difficulties in
the use of technologies focused on the use of vir-
tual reality, there were problems with the techno-
logical devices as they were expensive and not very
widespread, and on the other hand, their characteris-
tics were such that often cause a sense of aversion to
their users due to the mismatch between head move-
ments and the corresponding change in the scene
(Ohta and Tamura, 2014).
Now with the creation of commercial products
such as Google Cardboard which is a development
platform created by Google to use mobile devices as
virtual reality glasses. For example the glasses are
used by placing a mobile device in the back and mak-
ing the visualization through the lenses in the front
(MacIsaac et al., 2015) (Laffont et al., 2016).
Evidently, due to the versatility of virtual reality
technology, the uses of this technology is not lim-
ited in a specific area for such reason among the ar-
eas in which it can be used are: military training,
education, health, entertainment, fashion, museums,
business, engineering, sports, media, scientific visual-
ization, telecommunications and construction (Cum-
mings and Bailenson, 2016).
On the whole, education is an area in which vir-
tual reality is used through the creation of teaching
and learning situations, allowing large groups of stu-
dents to interact with each other in three-dimensional
environments (Helsel, 1992)
2.3 Gamification in the Education
The term gamification is the application of game el-
ements and principles of game designs in other non-
game contexts. In brief gamification uses game de-
sign elements to improve user motivation, participa-
tion, and productivity (Deterding et al., 2011).
A general definition of gamification is the use of
game design elements in contexts other than games
(Deterding et al., 2011).
In fact the use of gamification in education, helps
to improve the motivation on students to learn through
play elements in learning environments, with the goal
of maximizing entertaining and engaging the stu-
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