Alternative to the Traditional Learning: Usage of Virutal Reality Platform for Remote Education

2025

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DOI 10.1109/e-tems64751.2025.11239118
Data confidence 70 medium
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Abstract

The global shift toward remote education, particularly during the coronavirus disease 19 (COVID-19) pandemic, has highlighted the limitations of traditional online platforms: poor student engagement, lack of social interaction, and difficult hands-on skills. Social Virtual Reality (VR) platforms-like the emerging VRCHAT have become an attractive alternative with which to develop these immersive, interactive learning experiences. This research explores the effectiveness of VRChat in emulating classroom environments, focusing on interaction and participation in education. In the context of this work, a new virtual classroom environment was developed in VRChat, using game engine (Unity), with interactive screens, marker systems, and spatial audio to achieve an advanced level of replication of social dynamics and practical activities typical of physical classrooms.This is a mixed-methods study that employs quantitative surveys and qualitative interviews to get the views of students from diverse academic backgrounds. Both surveys and interviews are undertaken among bachelor's students (87 responses) to determine their experiences with the VR technology, the level of engagement, comfort with VR environments, and technical or financial barriers to adoption. Findings indicate that VR significantly enhances engagement and social presence compared to conventional video-conferencing tools, with participants reporting higher interaction levels and a more immersive experience. On the other hand, important barriers that have been pointed out are expensive hardware and issues such as low connectivity, performance differences between systems, which in the future could become a big problem for the large-scale use of such solutions within an educational environment.Despite these challenges, the study highlights VR’s potential to transform remote education, especially for students in technology-oriented disciplines who express openness to VR-based learning. Technical and accessibility optimizations, such as affordable VR solutions and platform improvements, are essential to scale VR adoption in educational institutions. This study’s findings contribute to a growing body of research suggesting that VR can enhance learning outcomes by offering a richer, more engaging alternative to traditional online platforms. Future research should investigate long-term impacts on learning retention and outcomes, as well as explore cost-effective VR solutions, and educator training.