Transforming Computer Practice Teaching through Virtual Reality: Trends and Future Directions

Authors

  • Jasim Sharki Ghulam Al Balushi B.Tech Scholar, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman Author
  • Suresh Palarimath Assistant Professor, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman Author
  • Chithik Raja Mohamed Assistant Professor, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman Author
  • Malak Ibrahim Ahmed Al Jabri B.Tech Scholar, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman Author
  • Venkateswaran Radhakrishnan Assistant Professor, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman Author

Keywords:

Virtual Reality In Education, Computer Practice Teaching, Immersive Learning Environments, AI-Driven Learning, VR-AR Hybrid Systems

Abstract

The integration of Virtual Reality (VR) in computer education has acquired significant momentum due to its ability to provide immersive and interactive learning experiences. This paper analyzes current trends, challenges, and potential advancements in the utilization of virtual reality for practical computer science education. We aim to investigate how virtual reality (VR) enhances experiential learning through key characteristics such as immersion, engagement, and presence, while also examining the influence of emerging technologies like artificial intelligence (AI) and VR-augmented reality (AR) hybrid systems on the progression of personalized learning. We assess the benefits of VR in developing practical skills and critical thinking through a comprehensive analysis of recent advancements in VR hardware, software, and their applications inside a safe, virtual environment. Additionally, we assess the integration of virtual reality (VR) with learning management systems (LMS) and its trans disciplinary applications, as well as ethical concerns regarding accessibility and data protection.

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Published

2024-10-03

Issue

Section

Articles