Implicit Potential of Immersive Technologies Implementation in
the Educational Process at the Universities: World Experience
Kateryna M. Binytska
1 a
, Olha O. Bilyakovska
2 b
, Oleksandra I. Yankovych
3,4 c
,
Galyna V. Buchkivska
1 d
, Olena P. Binytska
1 e
, Valentyna V. Greskova
1 f
,
Inna P. Ocheretna
5 g
, Oleksandr Yu. Burov
6 h
and Svitlana H. Lytvynova
6 i
1
Khmelnytskyi Humanitarian-Pedagogical Academy, 139 Proskurivskoho pidpillia Str., Khmelnytskyi, 29000, Ukraine
2
Ivan Franko National University of Lviv, 1 Universytetska Str., Lviv, 79000, Ukraine
3
Ternopil Volodymyr Hnatiuk National Pedagogical University, 2 Maksyma Kryvonosa Str., Ternopil, 46027, Ukraine
4
Kujawy and Pomorze University in Bydgoshch, 55-57 Toru
´
nska Str., 85-023, Bydgoshch, Poland
5
Khmelnytskyi Professional College of Trade and Economics of Kyiv National University of Trade and Economics, 114
Kamianetska Str., Khmelnytskyi, 29016, Ukraine
6
Institute for Digitalisation of Education of the National Academy of Educational Sciences of Ukraine, 9 M. Berlynskoho
Str., Kyiv, 04060, Ukraine
Keywords:
Immersive Learning Technologies, Professional Training, University, World Experience.
Abstract:
The article identifies the implicit potential of immersive technologies implementation in in the educational
space of universities around the world. The content of basic research concepts has been determined. The
advantages and disadvantages of using immersive technologies have been analyzed. The achievements of the
world’s universities have been clarified: the use of immersive technologies in the professional training of the
future archaeologists to perform work on archaeological excavations has been reflected; in training architects
and engineers for computer modeling of any of the most complex projects; in the training of the future pilots
to guide the landing of aircraft on the aircraft carrier; in training rescuers to extinguish fires and rescue people;
in the training of the future physicians for surgery or for experiments with hazardous chemicals. Emphasis
is placed on the use of immersive technologies in the education of students with special educational needs to
create inclusive learning environment, taking into account the needs and capabilities of each student. Based on
the analysis of world experience in the use of immersive technologies in the educational space of universities,
it was found that these technologies are used in the following areas: a) immersive learning technologies
are actively used during distance learning, which allows, in particular during video conferencing to improve
learning efficiency (University of British Columbia); b) to determine the level of empathy for the problem of
homelessness, which allows to get the social experience of a person who becomes homeless (Central Pacific
Institute in Hawaii); c) to study the effects of ocean oxidation on coral reefs, to provide knowledge about
the environmental problem and to develop negative emotions in students about human activities that harm
the beautiful and pristine ecosystem (Punahou International University). It is generalized that the use of
immersive technologies in the educational space of universities of the world is used not only in the process of
professional training for various sectors of the economy to gain professional competencies, but also to gain
social, emotional experience and to actualize environmental issues.
a
https://orcid.org/0000-0002-2111-5275
b
https://orcid.org/0000-0003-2880-6826
c
https://orcid.org/0000-0003-4253-5954
d
https://orcid.org/0000-0002-4836-8280
e
https://orcid.org/0000-0001-8746-3515
f
https://orcid.org/0000-0002-0132-8361
g
https://orcid.org/0000-0002-2241-0436
1 INTRODUCTION
Educational systems around the world are under in-
creasing pressure from society to introduce new infor-
h
https://orcid.org/0000-0003-0733-1120
i
https://orcid.org/0000-0002-5450-6635
264
Binytska, K., Bilyakovska, O., Yankovych, O., Buchkivska, G., Binytska, O., Greskova, V., Ocheretna, I., Burov, O. and Lytvynova, S.
Implicit Potential of Immersive Technologies Implementation in the Educational Process at the Universities: World Experience.
DOI: 10.5220/0010930700003364
In Proceedings of the 1st Symposium on Advances in Educational Technology (AET 2020) - Volume 2, pages 264-274
ISBN: 978-989-758-558-6
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
mation and communication technologies into the edu-
cational process to teach students the knowledge and
skills they need in the 21st century. This involves the
transformation of the educational process and the in-
troduction of new learning technologies (Khvilon and
Patru, 2002, p. 3). Education is the basis for sustain-
able development of society, so research and teach-
ing staff are constantly looking for opportunities to
improve the quality of education. In the age of digi-
tal technologies, one of the effective ways to improve
the quality of education and the learning process is
the use of computer technologies. Therefore, in our
opinion, the use of immersive teaching methods is a
natural next step in the evolution of education.
Problems of using immersive learning technolo-
gies are highlighted in (Babkin et al., 2021; Ko-
valchuk et al., 2020; Mintii and Soloviev, 2018; Shep-
iliev et al., 2021; Trach, 2017). In their scientific re-
searches, AR & VR technologies as a method and
means of teaching, as well as the features of the use
of immersive technologies in the system of medical
education have been studied.
In (Bakin, 2020; Lukashin, 2019; Kornilov and
Popov, 2018) the interpretation of basic concepts has
been done, some aspects of the theory and methods of
using VR technology in the educational process have
been shown, the features of the use of immersive tech-
nologies as a factor of educational development have
been studied.
The questions of peculiarities of the use of im-
mersive technologies have been studied by Khvilon
and Patru (Khvilon and Patru, 2002) in order to
study information and communication technologies
in teacher training, by Bockholt (Bockholt, 2017) to
determine the essence and features of virtual reality
(VR), augmented reality (AR), mixed reality (MR).
Biggs (Biggs, 2018) focuses on using the potential
of VR technology to help memorize learning mate-
rial. Calvert and Abadia (Calvert and Abadia, 2020)
investigated the influence of immersion of university
students and high school students in educational nar-
ratives using virtual reality technologies.
Analysis has shown that in some scientific re-
searches (e.g., (Kamal et al., 2019)) the issue of the
use of immersive technologies is studied on the ex-
ample of universities: University of British Columbia,
Central Pacific Institute in Hawaii, Punahou Interna-
tional University, Malaysian universities. It should
be noted that these and similar studies have not yet
covered the experience of using immersive learning
technologies in the educational space of the univer-
sity, taking into account the positive world experi-
ence. Unfortunately, there is no scientific research
on the use of immersive learning technologies in the
training of specialists in university through the prism
of such a pedagogical field as comparative pedagogy.
The aim of the article is to analyse the theoreti-
cal aspects and practice of implementing immersive
technologies in universities of the world.
Taking into account the complexity of the study
of the state and prospects of development of the use
of immersive technologies in the universities of the
world in the context of our study requires addressing
the following issues: forms, methods and means of
using immersive technologies in leading countries of
the world; analysis of positive and negative experi-
ences in the implementation of immersive technolo-
gies of teaching students in the world’s leading uni-
versities.
2 METHODS
Interrelated and complementary research methods
have been used to achieve the aim of the scientific
intelligence. Thus, to collect scientific material in
the article the method of studying scientific sources,
analysis of the results of surveys conducted by in-
ternational companies has been used. In particular,
a survey conducted by the global law firm Perkins
Coie LLP and XR Association in 2019, which iden-
tified specific areas of use of immersive learning
technologies in the training of professionals in the
world’s leading universities (www.perkinscoie.com,
2019). The results of the survey conducted by the
company Sony in July 2019 on the use of video
in higher education institutions were studied (Rud-
dock, 2019). The results of this survey give us the
idea of how video is currently used in the educa-
tional space of universities, and what the use of video
in the educational process may look like in the fu-
ture; questionnaires and surveys conducted among
researchers and students of Lviv Ivan Franko Uni-
versity, Volodymyr Hnatiuk Ternopil National Peda-
gogical University and Khmelnytskyi Humanitarian-
Pedagogical Academy allowed to determine that re-
spondents are familiar with virtual and augmented re-
ality technologies in the context of their use for enter-
tainment, games, but a clear definition of what is im-
mersive learning technology could give only research
and teaching staff, students answered that they do not
know how to define such a concept, or difficult to an-
swer; special linguistic methods allowed to make cor-
rect editing and translation of information from En-
glish.
Implicit Potential of Immersive Technologies Implementation in the Educational Process at the Universities: World Experience
265
3 RESULTS
The introduction of new innovative technologies in
the educational process of universities is an integral
part of improving the quality of education around the
world. In connection with the global pandemic, al-
though distance learning has been introduced in uni-
versities (Bobyliev and Vihrova, 2021), teaching is
carried out mainly by traditional methods, which in-
clude providing material in the form of text doc-
uments, its processing by students and testing of
knowledge (Kovalchuk et al., 2020, p. 159). There-
fore, in this research we will summarize the world ex-
perience of using immersive learning technologies in
the educational space of universities.
Let’s consider the problem of development of im-
mersive technologies. The idea of creating a virtual
world originated in the 1930s and belongs to Stanley
Grauman Weinbaum, who described a similar world
in the story “Pygmalion’s Spectacles” (Weinbaum,
1935). It was then that VR technologies began to de-
velop, but due to technical limitations and high costs
of ample opportunities, they were not actively intro-
duced (Bakin, 2020, p. 17).
With the development of immersive technologies,
educational processes become more complex and a
grainy picture of reality emerges. There is a whole
spectrum where the digital and real worlds are mixed
and mixed reality is used, which is becoming increas-
ingly important (Bonasio, 2019, p. 2).
A new impetus for the development of immersive
technologies occurred in 2014, when Facebook ac-
quired the startup Oculus VR a pioneer of digital
technology. An updated model of the virtual reality
helmet was released, which caused a real sensation
in the technology market. Nowadays, VR is gain-
ing momentum and refers to the so-called immersive
technologies the generalized name of all technolo-
gies that include human interaction with space, infor-
mation, content. They blur the boundaries between
real and fictional worlds, allow to interact and im-
merse oneself in information and information product
(Glazkova, 2019).
According to a survey conducted by the global
law firm Perkins Coie LLP and the XR Associa-
tion in 2019, by 2025, immersive technologies, in-
cluding augmented reality, will be as necessary as
mobile phones. This is the opinion of almost 9
out of 10 respondents who took part in the survey
(www.perkinscoie.com, 2019, p. 2).
The use of immersive learning technologies in
the educational space of higher education institutions
provide the effect of full or partial presence in the al-
ternative space and thus change the user experience in
different fields and in different specialties.
The components of immersive learning technolo-
gies are virtual and augmented reality technologies,
as well as 360
video. In our research it is necessary
to clarify the meaning of immersive technologies and
to show the difference between virtual and augmented
reality technologies.
We are going to consider in more detail what lies
behind the basic concepts of our research. Virtual re-
ality is often used to denote an experience that com-
pletely immerses the user in the environment created
by the computer, and largely “disables” his or her
physical environment. Augmented reality, contrary,
imposes digital elements on real objects and back-
grounds.
Virtual reality is an ideal educational environment.
Perception of the virtual model with a high degree
of reliability allows to qualitatively and quickly train
professionals in various specialties: aviation, process
control, medicine, remote control of technical means
and more. Over the last decade, virtual reality has
become a leading technological trend in the develop-
ment of educational technologies. This is due to the
powerful investments of technology companies that
improve VR systems, while increasing consumer ac-
cess and interest in these technologies (Renganaya-
galu et al., 2021). Professional reality training allows
to visually conduct lectures and seminars, workshops,
demonstrate to learners all aspects of the real object
or process, which in general gives a huge effect, im-
proves the quality and speed of educational processes
and reduces their cost (Trach, 2017, p. 313).
This is, first of all, visual and sound content, sound
in this case of key importance it complements the
virtuality and creates the effect of presence in an un-
real location by simulating the reflection and direc-
tions of sound waves. One can get into alternative,
virtual reality, for example, wearing special glasses,
dividing the picture in front of the eyes into two parts,
they create a stereoscopic effect. In the presence
of tracking for body positions, the virtual space will
also take into account the movements of the head and
torso.
There are other ways to get into virtual reality: a
smartphone with a special VR application, tracking
systems, special gloves, mobile VR helmets and more
(Lukashin, 2019; Bockholt, 2017). We are going to
consider them in more detail.
Smartphone with a special VR application, which
is inserted into the case with lenses Google Card-
board.
Tracking systems allow moving the user into the
virtual space, and the costumes that convey feelings
from virtual reality are also being worked out.
AET 2020 - Symposium on Advances in Educational Technology
266
Figure 1: “Pygmalion’s Spectacles” by Stanley G. Weinbaum (illustrated by Virgil Finlay).
Implicit Potential of Immersive Technologies Implementation in the Educational Process at the Universities: World Experience
267
Special gloves instead of the usual joystick, so that
human hands naturally interact with the virtual world.
Mobile VR helmets with built-in monitors (HTC
Vive, Oculus Go and others), optimized devices with
high-quality graphics, integrated sound and joystick
for control.
Standalone VR helmets (like Oculus Rift), graph-
ics to which are transmitted via wires from a gaming
computer with a powerful video card, communication
with a PC creates restrictions on use, but VR helmets
have better graphics and more potential purposes for
users.
Trekking cameras capture the position of the joy-
stick and the position of the person, immersing him or
her in virtual reality more realistically, complete with
helmets are controllers.
Augmented reality is the result of entering into the
field of perception of any sensory data in order to sup-
plement them about the environment and improve the
perception of information.
The term “augmented reality” was proposed by
company Boeing researchers (Tom Caudell) in 1990
(Caudell and Mizell, 1992). The concept of 1994 by
Milgram and Kishino (Milgram and Kishino, 1994)
defines augmented reality as part of a mixed reality,
also called a hybrid reality. But since 2016, Microsoft
has been actively using the term “mixed reality” to
market its HoloLens product. And now some experts
(and equipment suppliers) define the terms as follows:
Augmented Reality projecting any digital infor-
mation (images, videos, text, graphics, etc.) on top of
the screen of any device. As a result, the real world
is supplemented by artificial elements and new in-
formation. It can be implemented using applications
for ordinary smartphones and tablets, augmented real-
ity glasses, stationary screens, projection devices and
other technologies (www.it.ua, 2018).
Augmented Reality technologies can create digi-
tal information (images, videos, text, graphics) on de-
vice screens and combine virtual objects with the real
environment. For example, the game Pokemon GO
is a prime example of AR technology (pokemongo-
live.com, 2021).
Panoramic and 360° photos or videos. These are
sequential sets of pictures sewn by means of algo-
rithms, it is possible to make them both by one cam-
era, and special 360° cameras. Cameras which take
pictures of surrounding space then the received videos
are sewn up in special programs. There are also seam-
less solutions, but they are more expensive, some-
times additional graphics are added to the finished
video. Nowadays, “panoramic” online broadcasts are
also common, when you have several points with a
panoramic view, which give the viewer the opportu-
nity to “be present in the moment” (Lukashin, 2019).
Virtual reality, using a 360-degree image, carries
a person into the artificial world, where the environ-
ment is completely changed. We can get acquainted
with augmented reality only with the help of a smart-
phone, but to dive into the virtual space you need to
have a special helmet or goggles.
Thus, the use of immersive learning technologies
today can become an effective tool in learning and
revolutionize the training of the future professionals
(Deep South magazine, 2020).
The use of immersive learning technologies in
higher education involves taking into account a num-
ber of key points on which the principle of visualiza-
tion in education is implemented. Thus, this princi-
ple does not deny, but on the contrary expands and
complements the acquired knowledge, taking into ac-
count current trends in the development of modern in-
formation and communication educational technolo-
gies and scientific-technological progress. Immer-
sive technologies in education enhance the impor-
tance of visualization in the process of learning due
to deep immersion in the virtual environment, the role
of which is very important enriching students with
complex sensory cognitive experience necessary to
master abstract concepts. The human sensory system
as the first degree of cognition must be strengthened
through deeper immersion, the impact on the senses,
which contributes to the acquisition of knowledge in
the form of concepts, rules, laws, which are laid down
at the next stage. Providing knowledge with objec-
tively existing reality should continuously accompany
the learning process based on feelings. To increase the
effectiveness of learning, the principle of immersion
requires, above all, the use of immersion tools, based
on visual modality. The principle of complexity in the
immersive approach involves the impact on all human
senses to the perception of educational material.
The effectiveness of the principle of visualization
in the use of immersive technologies is confirmed by
the fact that of the five organs of human perception
today it is possible to use three sight, hearing, touch.
Let us consider the experience of using immersive
learning technologies in the world’s leading universi-
ties. Interesting for our research is a survey conducted
by the company Sony in July 2019 on the use of video
in higher education institutions (Ruddock, 2019). In
total, the survey was conducted in 13 European coun-
tries, in which 123 educators took part. The study
showed that the demand for virtual reality is growing
today, and several respondents stressed on the benefits
of using VR in education: with AR/VR, the potential
is further enhanced by the ability to create more inter-
active and autonomous learning systems. VR allows
AET 2020 - Symposium on Advances in Educational Technology
268
Figure 2: Components of immersive learning technologies.
teachers to create interesting life and interesting learn-
ing experiences when students can interact with 3D
objects and environments. Students can take virtual
tours of artists’ exhibitions, explore space or explore
the internal organs of a human (Ruddock, 2019).
Today, VR is actively used in the health care
training system to provide medical students with an
overview of surgical procedures with their own eyes
without being in the operating room. Teachers can
simulate the situation and ask students to perform ex-
ercises that they could not safely perform in reality,
or interact with artifacts that would not otherwise be
available.
The researches have shown that in a socio-
constructivist approach to learning, the most effective
educational activity is the experience gained, which
involves the acquisition of authentic knowledge in the
context of a personally realistic situation. Therefore,
the use of immersive technologies is particularly suit-
able for providing practical experience. Modeling al-
lows students not only to reproduce and practice rou-
tine situations, but also to have access to experiences
that would be unattainable – due to difficulties, costs,
dangers or simply the impossibility of obtaining it in
the real educational process. However, their effective-
ness depends on the ability to create an environment
where the learner feels truly immersed in the environ-
ment and the story, going through the real experience.
The positive side of using immersive learning
technologies in the process of training the future pro-
fessionals at the university is to make the learning pro-
cess exciting and more efficient.
The use of immersive learning technologies pro-
vides a deep understanding of the material by the stu-
dent with the possibility of its further application in
real life (teach.its.uiowa.edu, 2016).
Immersive learning technologies should be used
to attract the intellectual abilities of students to a more
effective learning process. They provide a safe and re-
alistic environment for involving students in learning
and practice, where they learn these methods and use
them effectively in the training of the future profes-
sionals in various fields. For example, in the train-
ing of the future archaeologists to perform work on
archaeological excavations; in the training of the fu-
ture pilots, to guide the landing of aircraft on the air-
craft carrier or in the training of the future doctors for
surgery. The advantage of using these methods is that
the computer system can track the progress of student
learning and report any errors (teach.its.uiowa.edu,
2016).
Researchers at the University of Maryland have
found that people remember information better when
it is presented in VR than a two-dimensional personal
computer. It means that VR education is more effec-
tive than learning with the use of tablets or comput-
ers. Researchers at the university conducted a study
in which they asked two groups of people to remem-
Implicit Potential of Immersive Technologies Implementation in the Educational Process at the Universities: World Experience
269
ber the location of certain images. During the exper-
iment, one of the groups used virtual reality helmets,
the other ordinary computers. The group that stud-
ied the image with VR helmets showed a result 10 %
higher than the participants of the other group (Biggs,
2018).
Universities and colleges have always been at the
forefront of introducing new technologies, driving
progress and training the next generation of scientists,
developers and entrepreneurs (www.classvr.com,
2020). Therefore, let’s consider the experience of us-
ing immersive learning technologies on specific ex-
amples.
During the global pandemic, immersive learn-
ing technologies are actively used in distance learn-
ing in the world’s leading universities, which allows,
in particular during video conferencing to improve
the effectiveness of learning. For example, profes-
sors at the University of British Columbia are al-
ready lecturing using immersive teaching methods
(www.classvr.com, 2020).
For example, at the Central Pacific Institute in
Hawaii, students who spent a few minutes using im-
mersive technology for social education regarding the
prospects of a homeless person noticed how they re-
alized how easily they could find themselves in the
same situation. “Becoming Homeless” is a project de-
veloped by Stanford University’s Virtual Human In-
teraction Laboratory (VHIL) to determine the level
of empathy for the problem of homelessness, but de-
spite the feelings of discomfort and inconvenience re-
ceived by students’ own practical experience. Stu-
dents and teachers usually report the consequences
of the project implementation as “positive” (Bonasio,
2019, p. 7).
Another VHIL project that demonstrated the ef-
fects of ocean oxidation on coral reefs was conducted
at Punahou International University.
So after the application of immersive technolo-
gies, in particular, using elements of the game, stu-
dents gained some interactive experience. They ran
their hands through bubbles coming out of coral reefs,
causing students to have negative emotions about the
environmental problem. The students noted that they
are very disappointed that human activities can harm
a beautiful and pristine ecosystem (Bonasio, 2019,
p. 7).
Thus, analysing the world experience of imple-
menting immersive technologies in the educational
space of universities, we can identify the positive as-
pects of their use:
Visualization. In the virtual space, a person
can view any process or object in detail with-
out obstacles. For example, for medical stu-
dents through the application Anatomyuo (anato-
myou.com, 2021) (3D application that teaches hu-
man anatomy for minimally invasive procedures,
a person can study the structure of the body in
the smallest detail), and for students of natural
sciences it is advisable to offer the application
Operation Apex (store.steampowered.com, 2017)
which can demonstrate with the help of the adven-
ture game all the riches of the underwater world.
It is worth noting that the demand for exciting and
interactive experiences continues to grow not only
in the sphere of education but also in other areas.
Concentration and effectiveness. Concentration is
focusing on educational material. In the virtual
environment, students are not distracted by exter-
nal irritants.
Effectiveness. Students who have used virtual
reality technologies to study the learning mate-
rial show better learning outcomes. Thus, Wu
et al. (Wu et al., 2020) during an experimen-
tal study confirmed the effectiveness of the use
of virtual technologies to improve student learn-
ing outcomes. Scientists conclude that immer-
sive learning technologies can improve both stu-
dents’ knowledge and develop practical skills by
supporting the effect of “real-time learning” (Wu
et al., 2020).
Maximum involvement. Immersive technologies
provide the ability to fully control and change
the scenario of events. Students at history fac-
ulties can witness historical events, students at
physics and chemistry faculties can conduct their
own physics or chemistry experiments, and math
students can solve a problem in a playful and un-
derstandable form. Art students can attend a vir-
tual tour, exhibition or concert.
However, it should be noted that research and
teaching staff are increasingly choosing the means
of immersive learning technologies due to the po-
tential pedagogical benefits. Immersive technolo-
gies, when used correctly and strategically, can
provide a basis for increasing student engage-
ment, immersion, interaction, enjoyment, and
thorough deeper learning process. However, due
to the development of understanding of the poten-
tial of immersive technologies teachers should be-
gin to develop the quality content of education,
rather than using technology as a fashion trend or
end in itself (www.monash.edu, 2021).
Security. With the help of immersive technolo-
gies a person can work as a lifeguard in a fire, for
architects, engineers for computer simulation of
any complex project, to conduct a complex opera-
AET 2020 - Symposium on Advances in Educational Technology
270
tion, control military equipment, space shuttle, to
conduct an experiment with hazardous chemicals
without harming oneself or environment.
Reducing the financial costs of training tools in
training specialists, because software or virtual
training tools are cheaper than real machines and
equipment used in training the future profession-
als (using a smartphone or tablet a person can get
a virtual endoscope, tomograph, model airplane,
tank etc. (Kovalchuk et al., 2020; osvitoria.media,
2019).
Immersive technologies play the important role
in educating students with special educational needs.
After all, with the help of immersive technologies,
one can create an inclusive learning environment, tak-
ing into account the needs and capabilities of each.
This can be one of the important steps in democratiz-
ing knowledge.
By studying the experience of using immersive
technologies in the world’s leading universities, we
can determine how they can affect the results of train-
ing of the future professionals – for example, reduced
cognitive knowledge, brain load, allowing to gain real
experience through the visualization of complex ideas
and structures. This not only dramatically increases
the involvement of students, but also allows students
to absorb complex information more effectively and
retain it longer. Perhaps most importantly is the fact
that this is achieved in the holistic context that signif-
icantly increases the transfer rate (i.e. the ability to
successfully adapt and apply what is learned in differ-
ent real-life scenarios) (Bonasio, 2019, p. 2).
At the same time, with all the positive aspects of
their use in the educational space of higher education
institutions, their capabilities should not be overes-
timated. After all, immersive learning technologies
cannot completely replace a highly qualified teacher
in the educational institution. For example, a team of
scientists studying the problem of implementing im-
mersive and interactive educational technologies (Ed-
ucation 5.0 and Industry 4.0) in Malaysian univer-
sities identified the following disadvantages of their
use: insufficient logistical infrastructure and high fi-
nancial costs for the development of the content (Ka-
mal et al., 2019).
Today, scientists often note a negative trend, when
the use of information technology has priority over
the traditional educational process, i.e. educational
decisions are implemented without proper consider-
ation and study of the pedagogical context in which
they will be applied. This can be seen in education in
particular, where success is invariably associated with
the effective interaction of the student with the teacher
and building feedback with the student, which gives
priority to the learning outcome.
4 DISCUSSION
We studied the problems of implementation of im-
mersive technologies in higher education institutions
of Ukraine. In order to determine the level of
awareness of students and research-teaching staff of
Ukrainian educational institutions with the use of im-
mersive learning technologies, we conducted anony-
mous survey at Lviv Ivan Franko National University,
Volodymyr Hnatiuk Ternopil National Pedagogical
University, Khmelnytskyi Humanitarian-Pedagogical
Academy. Teachers and students (a total of 112 peo-
ple) were asked a number of questions. The list of
questions and answers are given in table 1.
Let us analyze the answers of respondents. To
the question: “Do you use virtual or augmented real-
ity technologies in your classes?” 75 respondents said
they had never used it, 37 respondents said they had
used augmented reality technology and only 2 said
they had “written augmented reality software”.
To the question “Do you know that today a per-
son can plunge into virtual reality even with a regular
smartphone?” 102 people said yes, but there was also
the answer: And yesterday a person could plunge
into virtual reality with the help of an ordinary book”.
To the question “Do you know which virtual or
augmented reality technologies are supported in other
higher education institutions?” only 30 respondents
answered yes and only 1 respondent stated that such
technologies are used in Tech StartUp School of Lviv
Polytechnic.
During the survey, 64 respondents (all students)
answered that they like to use a smartphone, tablet,
augmented reality glasses for games. However, only
56 respondents answered that they visited museum
exhibitions, art galleries, and virtual reality concerts,
as there were no other options in 2020.
It is interesting that 108 respondents who took part
in the survey said that they actively use computers,
tablets, smartphones and other gadgets, which im-
prove the quality of education, while 6 people stated
that they do not use any technical teaching aids during
their classes.
Based on the analysis of the answers to the ques-
tion “Are you familiar with the term “immersive tech-
nology”? What do you think it is?” we concluded that
the essence of this word is clear to 100 % of teach-
ers, but a small percentage of students. However, in
individual conversations we found that teachers and
students are interested in learning more about the fea-
tures of the use of immersive technologies and there
Implicit Potential of Immersive Technologies Implementation in the Educational Process at the Universities: World Experience
271
Table 1: The results of a survey of teachers and students.
Question The number of posi-
tive responses / % of
the total quantity
The number of nega-
tive responses / % of
the total quantity
Note
1. Are you familiar with the term “im-
mersive technology”? What do you
think it is?
35 / 48.2 % 54 / 47.4 % 5 / 4.4 % answered
inaccurately, incom-
pletely
2. Do you use virtual or augmented re-
ality technologies in your classes?
37 / 32.4 % 75 / 65.8 % 2 / 1.8 % respon-
dents answered that
they wrote software
for AR
3. Do you know which virtual or aug-
mented reality technologies are sup-
ported in other higher education insti-
tutions?
30 / 26.3 % 84 / 73.3 %
4. How do you use computers, tablets,
smartphones and other gadgets in your
classes?
108 / 94.7 % 6 / 5.3 % All interviewed teach-
ers answered that they
actively use gadgets
for distance learning
5. In your opinion, is it possible to
safely gain practical experience with
the help of virtual and augmented real-
ity technologies?
92 / 80.7 % 18 / 15.8 % 4 / 3.5 % of the re-
spondents found it dif-
ficult to answer, 2 an-
swered “maybe”
6. Do you know that today a person can
plunge into virtual reality even with a
regular smartphone?
102 / 89.5 % 12 / 10.5 %
7. Have you visited museum exhibi-
tions, an art gallery, a concert in virtual
reality?
56 / 49.1 % 58 / 50.9 %
8. Have you used a smartphone, tablet,
augmented reality glasses for games?
64 / 56.1 % 50 / 43.9 %
is a need for a deeper critical analysis of the use of
immersive technologies in the educational process of
higher education on the example of other universities.
Thus, having analyzed the answers, in particular
a large number of negative answers to the first, sec-
ond, third and sixth questions, we consider a promis-
ing area of improving the educational process of
Ukrainian universities, studying world experience of
using immersive learning technologies for their im-
plementation in the future, creating opportunities for
digital learning.
During the research in order to determine the
level of awareness of students and research-teaching
staff of national educational institutions on the use
of immersive learning technologies, we conducted
the anonymous survey at Lviv Ivan Franko National
University, Volodymyr Hnatiuk Ternopil National
Pedagogical University, Khmelnytskyi Humanitarian-
Pedagogical Academy. After analyzing the answers
of research-teaching staff and students, we came to
the conclusion that today a promising area for improv-
ing the educational process in Ukrainian universities
is to study world experience in the use of immersive
learning technologies for their implementation in the
future.
5 CONCLUSIONS AND
PROSPECTS OF FURTHER
RESEARCH
In the process of studying the problem of the use of
immersive technologies in the educational space of
universities, we have generalized that such technolo-
gies are used in the training of the future archaeolo-
gists to perform work on archaeological excavations;
for architects, engineers for computer modeling of
any of the most complex projects, in the training of
the future pilots to guide the landing of aircraft on the
aircraft carrier; to prepare rescuers to put out fires and
rescue people; in the training of the future physicians
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272
for surgery or for experiments with hazardous chemi-
cals. Immersive technologies play the important role
in educating students with special educational needs
to create inclusive learning environment taking into
account the needs and capabilities of each.
Having analyzed the world experience of using
immersive technologies in universities around the
world, we found that these technologies are used in
quite unexpected ways:
immersive learning technologies are actively used
during distance learning, which allows, in particu-
lar during video conferencing to improve learning
efficiency (University of British Columbia);
to determine the level of empathy for the prob-
lem of homelessness, which allows to obtain the
social experience of a person who becomes home-
less (Central Pacific Institute in Hawaii);
to study the effects of ocean oxidation on coral
reefs, to provide knowledge about the environ-
mental problem, so that the students understand
the damage to nature caused by human activities
(Punahou International University).
Thus, the use of immersive technologies in the ed-
ucational space of universities is applied not only in
the process of training specialists for various sectors
of the economy to obtain professional competencies,
but also to gain social, emotional experience and to
update environmental issues.
Our research does not outline all aspects of the
problem of using immersive learning technologies in
the educational space of the world’s leading univer-
sities. These and other problems today are the most
promising area of scientific pedagogical thought, and
can project the further introduction of immersive tech-
nologies in the educational space of national higher
education institutions, taking into account the positive
experience of universities.
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