Virtual Reality Technologies to Enhance the Motivation of Students
DOI:
https://doi.org/10.5281/zenodo.14961960Keywords:
virtual reality, VR education, motivation of students, interactive learning, digital technologies, professional trainingAbstract
The article is devoted to analysing the impact of virtual reality (VR) technologies on students' motivation. Using virtual reality in the educational environment opens up new opportunities for creating an interactive learning experience that promotes a deeper understanding of complex concepts and improves practical skills. At the same time, integrating virtual reality into traditional pedagogical approaches remains a challenge due to several technical, methodological and organisational barriers. Objective. The study aims to analyse the introduction of virtual reality in higher education, its advantages and problems, and the prospects for integrating these technologies into traditional pedagogical approaches. Methods. The study used a comprehensive approach, including quantitative and qualitative analysis of scientific sources, as well as methods of scientometric analysis. A review of scientific publications on leading scientometric platforms, including Google Scholar, Web of Science and Scopus, was carried out to collect and systematise information. The selection of sources was based on the criteria of scientific quality, relevance and relevance to the topic, allowing us to analyse more than 80 scientific articles and reviews for 2020-2024. The study results show that VR helps increase students' motivation, stimulates cognitive processes, improves the learning of educational material, and provides more effective conditions for acquiring practical skills. It has been determined that VR education has significant potential in professional training, especially in areas where modelling of real processes is required (medicine, engineering, natural sciences). At the same time, the main barriers to the introduction of virtual reality in educational institutions are identified, including the high cost of equipment, insufficient digital competence of teachers and the need to develop high-quality educational content. Conclusions. Recommendations for the successful implementation of VR in the educational environment are proposed, including the development of methodological materials for teachers, the creation of accessible educational resources and the provision of support at the state level.
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Copyright (c) 2025 Алла Петрівна Кобися, Лариса Вікторівна Куцак, Інна Василівна Шевчук

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