Abstract
Virtual reality (VR) creates immersive environments that allow students to visualize and explore complex subjects in ways that traditional methods cannot achieve. This is the first systematic review examining VR to enhance skill acquisition in physical education (PE) in higher education in the 21st century. This study aims to analyze and explore various research publications investigating how VR enhances skill acquisition in PE in higher education in the twenty-first century. The systematic review technique systematically investigates, assesses, analyzes, and interprets all study findings relevant to the research topics. We sourced articles from three databases: Scopus, Web of Science, and Google Scholar, covering the period from 2017 to 2024. These results underscore the growing interest and potential of VR in enhancing skill acquisition in PE, particularly in higher education settings. VR presents exciting opportunities for enhancing education, particularly in PE; addressing its challenges is crucial for its successful integration and maximizing its benefits. These implications highlight the transformative potential of VR in PE, offering new opportunities for skill acquisition and engagement. VR can be effectively integrated into PE in higher education, providing a foundation for future studies and practical applications in the field.
1 Introduction
The application of Virtual reality (VR) in educational settings markedly improves interaction with content, promoting more engagement and comprehension among learners. Research demonstrates that VR generates immersive settings enabling learners to visualize and investigate intricate subjects in ways unattainable by conventional approaches. VR enhances student motivation and engagement by offering interactive experiences that capture learners’ attention (Choukikar & Parte, 2023). Students indicate a heightened engagement in the learning process, resulting in enhanced information retention (Analyti et al., 2024). VR facilitates simulations of real-world settings, especially advantageous in disciplines such as science and medical training, where experiential learning is essential (Christopoulos, Styliou, Ntalas, & Stylios, 2024). The technology facilitates risk-free practice, improving skill acquisition and comprehension of complex subjects (Shalender, Singla, & Sharma, 2024). Obstacles and factors, notwithstanding its benefits, concerns including elevated implementation expenses, technological difficulties, and the necessity for educator training remain (Analyti et al., 2024; Aswie & Abdu, 2023). VR should enhance traditional learning methods instead of supplanting human connection, hence ensuring a balanced educational approach (Aswie & Abdu, 2023). More people are recognizing VR as a revolutionary instructional tool, particularly in physical education (PE), where immersive experiences enhance comprehension and participation.
VR is gaining widespread recognition in PE as an innovative teaching tool for enhancing student understanding and engagement through immersive experiences. VR enables students to participate in physical activities in a safe and interactive setting by mimicking real-world situations, which promotes deeper learning and skill development. VR produces lifelike simulations that let students practice skills in a safe environment. For example, students can practice archery or golf virtually, which can greatly enhance performance and strategy comprehension (Jiang, Zhang, & Li, 2024). By enabling students to visualize and interact with knowledge, VR’s immersive qualities foster experiential learning and improve students’ memory of difficult concepts (Analyti et al., 2024; Kuleva, 2024). VR interactive features promote active engagement, which is essential for skill development and maintaining fitness routines (Kuleva, 2024). Even though it has benefits, problems like huge costs, limited technology, and the chance of students being alone need to be fixed before it can be widely used (Analyti et al., 2024; Kuleva, 2024). To optimize the use of VR in PE settings, lecturers must have proper supervision and training (Kuleva, 2024).
The incorporation of VR in PE in higher education is revolutionizing skill acquisition in the twenty-first century. VR fosters student engagement, motivation, and learning outcomes through immersive and interactive settings. This technology enhances the learning experience and overcomes the constraints of conventional PE approaches. VR generates immersive environments that engage students, resulting in heightened involvement and excitement for physical exercises (Kuleva, 2024). Research demonstrates that VR-based therapies markedly enhance knowledge retention and compliance with workout programs (Kuleva, 2024). VR simulations enable trainees to hone their abilities in a safe environment, which is especially advantageous for novices and individuals with physical constraints (Jiang et al., 2024). The device improves psychological resilience and strategic comprehension in multiple sports, including golf and football (Jiang et al., 2024). Sun, Li, and Wang (2021) say that combining VR with reinforcement learning algorithms improves training methods, making skills better and keeping students interested in learning. VR platforms can replicate real-life events, enhancing the educational experience and addressing the shortcomings of traditional PE (Yang, 2018). VR creates immersive environments that allow students to visualize and explore complex subjects in ways that traditional methods cannot achieve.
Researchers have emphasized the immersive and interactive features of VR that enhance student skill and motivation. This review will examine the efficacy, uses, and challenges of VR in PE. VR offers a safe and regulated environment for students to hone their skills without the hazards associated with practical training (He & Tan, 2025). Research shows that VR improves information retention and performance in a variety of sports, including golf and archery, by replicating realistic environments (Jiang et al., 2024). Empirical evidence suggests that VR therapy enhances psychological resilience and strategic understanding in a sporting environment (Jiang et al., 2024). PE courses have effectively incorporated VR technology, offering immersive experiences that cater to a variety of learning requirements (Kuleva, 2024). Platforms specifically designed for specific sports, such as track and field, use VR to replicate training environments, thereby enhancing the educational experience (Yang, 2018). This technology facilitates experiential learning, allowing students to participate in authentic practice environments that conventional techniques may not. (Kuleva, 2024). The high cost of VR equipment and technical constraints present significant barriers to mainstream adoption (Cabrera-Duffaut, Pinto-Llorente, & Iglesias-Rodríguez, 2024; Kuleva, 2024). Previous research suggests that no one has specifically and systematically reviewed papers on current trends in VR to enhance skill acquisition in PE in higher education, especially in the twenty-first century. This is the first systematic review examining VR to enhance skill acquisition in PE in higher education in the twenty-first century. This study aims to analyze and explore various research publications investigating how VR enhances skill acquisition in PE in higher education in the twenty-first century. It attempted to answer several questions as listed in Table 1.
Research question (RQ)
| RQ | Objective |
|---|---|
| What is the role of VR in education? | To analyze articles related to the role of VR in education |
| What is the role of VR to enhance skill acquisition in PE? | To analyze articles related to the role of VR to enhance skill acquisition in PE |
| What is the role of VR to enhance skill acquisition in PE in higher education in the twenty-first century? | To identify articles related to the role of VR to enhance skill acquisition in PE in higher education in the twenty-first century |
2 Method
2.1 Procedure
The research method is a systematic review that aims to analyze, explore, and interpret all research results related to the research questions. This study began by formulating three research questions (Table 1). The process involved searching for relevant articles, identifying and screening them, selecting potential articles using the PRISMA diagram, analyzing and synthesizing the findings qualitatively, and finally writing a research report. Searching for relevant articles in three databases: Web of Science, Scopus, and Google Scholar. We selected articles from 2017 to 2024 to gather the most recent findings. We conducted literature searches using the keywords virtual reality, VR in education, PE, skill acquisition, and twenty-first century. We select articles that use English.
2.2 Analysis
Articles were harvested from 3 databases: Scopus (128 articles), Web of Science (202 articles), and Google Scholar (120 articles) (Figure 1).

The number of papers based on the database.
Potential articles were obtained through the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flowchart (Figure 2) developed by Haddaway et al., 2022). Figure 2 illustrates that possible articles were acquired through identification, screening, and inclusion. During the identification phase, 37 articles were identified as duplicates, 49 were deemed ineligible, and 59 were excluded for various reasons, resulting in 305 articles proceeding to the screening phase. In the screening phase, we eliminated 92 papers, did not obtain 87 articles, and omitted 102 reports for various reasons. In the final inclusion phase, following the incorporation of additional research reports, a total of 24 prospective articles were chosen for inclusion in the literature review.

PRISMA flow diagram.
Article selection was based on title, abstract, and full text according to inclusion and exclusion criteria (Table 2).
Inclusion and exclusion criteria
| Inclusion criteria | Exclusion criteria |
|---|---|
| The research subject studied is skill acquisition in PE in higher education in the twenty-first century | The subject of the study did not examine the mastery of skills in PE in twenty-first-century colleges |
| Articles are harvested from databases: Scopus, Web of Science, and Google Scholar | Articles are from the ResearchGate, Semantic, and Eric databases |
| Articles examine virtual reality, VR in education, PE, skill acquisition twenty-first century | Articles do not discuss virtual reality, VR in education, PE, mastery of twenty-first-century skills |
| Articles published in the period 2017–2024 | Articles published outside the period 2017–2024 |
| Articles already have a Digital Object Identifier (DOI) | Articles do not have a Digital Object Identifier (DOI) |
| Investigation utilizing quantitative data derived from experimental outcomes | Investigations do not utilize quantitative data obtained from experimental results |
| Conduct research with quantitative methodologies, including descriptive surveys, experiments, or a combination of both | Conducting research without quantitative methodology, including descriptive surveys, experiments, or a combination of both |
2.3 Data Synthesis
Data synthesis was conducted on the three RQs that were designed:
What is the role of VR in education?
What is the role of VR in enhancing skill acquisition in PE?
What is the role of VR in enhancing skill acquisition in PE in higher education in the twenty-first century?
We did not perform a quantitative meta-analysis due to the limited number of studies and the use of diverse study designs. We selected a narrative synthesis method to systematically integrate all findings from the included studies. We recognized the articles based on the initial author, country of origin, results, and conclusions. We subsequently categorized the 24 publications into three parts based on the research questions. Ten articles looked at how current trends in VR are affecting education, nine articles looked at how current trends in VR are affecting the learning of skills in PE, and five articles looked at how current trends in VR are affecting the learning of skills in PE in higher education in the twenty-first century (Figure 3). We conducted a peer review to evaluate the objective quality of the 24 prospective papers.

Number of papers based on RQ.
3 Result and Discussion
The incorporation of VR into PE in higher education has attracted considerable interest in the twenty-first century, demonstrating its capacity to enhance skill acquisition in PE in higher education in the twenty-first century (Tables 3 and 4).
The role of current trends in VR in education?
| Author | Country | Result | Conclusion |
|---|---|---|---|
| Analyti et al. (2024) | Greece | Students’ involvement and comprehension of difficult ideas are improved by VR. High expenses and the requirement for teacher training are obstacles | VR can to revolutionize education. There are obstacles, but technology will develop and become more accessible |
| Balushi, Palarimath, Mohamed, Ahmed Al Jabri, and Radhakrishnan (2024) | Oman | VR improves experiential learning and fosters critical thinking abilities. Integration with learning management systems (LMS) enhances personalized learning experiences | VR improves experiential learning within computer education. Ethical considerations encompass accessibility and data protection |
| Mahmoudi-Dehaki and Nasr-Esfahani (2024) | Iran | VR enhances active learning in educational settings. We need ongoing research to address challenges and improve accessibility | We need to conduct ongoing research to fully utilize VR’s educational potential. Collaboration is essential for VR’s future in education |
| Lin and Cheng (2024) | China | Users have given positive feedback. Make more small VR games for different topics | VR games improve science teaching by allowing students to explore and solve problems actively. Users have given positive feedback about the mini-VR game for learning |
| He and Tan (2025) | Malaysia | VR improves student engagement and the development of practical skills in educational settings. The program demonstrates efficacy across medical, engineering, management, and PE disciplines | VR improves student engagement and develops practical skills in educational settings. It is effective across disciplines such as medicine, engineering, management, and PE |
| Brown et al. (2023) | America | Students felt more motivated, comfortable, and engaged when learning with VR than when learning online. VR was seen as useful for using knowledge and learning how things are arranged in space | VR made online learning more motivating, engaging, and satisfying. VR can help improve critical thought skills over time |
| Azis and Cantafio (2023) | Indonesia | VR improves student engagement and understanding in STEM education. VR enhances collaborative learning and facilitates the retention of intricate concepts | VR improves student engagement, understanding, and information retention. VR revolutionizes traditional teaching methodologies in science and technology education |
| Wei and Yuan (2023) | China | 1,293 SSCI publications exist on immersive VR in education. Future trends include enhancing immersion and interactivity | Current immersive VR education research focuses on application, evaluation, and curriculum design. Future trends include increasing immersion and interactivity, and broadening educational applications |
| Sulistyaningrum, Putri, Herawati, and Irianto (2022) | Indonesia | This study provides an analysis of global trends in VR for learning across different areas. There has been a major rise in articles and online searches about VR | VR is becoming a popular way to learn around the world. More articles and online searches about using VR for learning have risen |
| Mitsea, Drigas, and Skianis (2022) | Greece | Mindfulness training improves metacognitive skills for conditions. VR improves the efficiency and results of mindfulness training | Mindfulness training improves metacognitive skills for people with special education needs. VR is a helpful tool for awareness training |
The role of current trends in VR to enhance skill acquisition in PE
| Author | Country | Result | Conclusion |
|---|---|---|---|
| Kuleva (2024) | Bulgaria | VR in PE increases student interest, motivation, and skill acquisition. VR programs also improve performance, retention, and exercise adherence | VR makes PE more engaging and motivating, and it also helps in learning new skills. Challenges include equipment cost, technical limits, and user discomfort |
| Jiang et al. (2024) | China | VR technology helps people get involved and learn new skills effectively. The program offers safe training for newbies and those with restrictions | VR technology improves involvement and learning in PE. There are great future possibilities for use, even though there are issues with cost and connectivity |
| Yang (2024) | China | VR technology greatly boosts students’ interest in PE. The COSELM method works best in changing conditions, showing the highest accuracy | VR makes PE more interesting for kids. Blended schooling creates a new way to learn |
| Bae (2023) | Korea | Elementary students showed better fitness results after using VR software. Health, stamina, strength, and flexibility are associated with significant differences in fitness | Using VR in PE helps improve health. Set up VR PE centers in Korea |
| Li, Yi, and Gu (2021) | China | 30% rise in students’ efficiency in sports. There has been an 80% surge in kids’ interest in sports training | VR technology has different advantages in multimedia communication. VR technology will further develop in the area of sports |
| Xue (2020) | China | Examines the potential applications of VR in PE. This study examines the benefits and drawbacks of learning in sports | Examines the potential applications of VR in PE |
| Zhang (2018) | China | Using computer VR technology in PE significantly enhances teaching quality and outcomes. VR technology for computers can achieve results that regular PE methods can’t | VR technology improves PE in schools and universities. Ongoing growth is crucial for successfully using VR technology |
| Ali, Azmat, Noor, Siddiqui, and Noor (2017) | Pakistan | Non-technical people have an accuracy of 81.23% in physical training. Technical people have an accuracy of 83.36% in physical training | VR technology is very effective for physical training |
| Yang and Meng (2019) | China | VR technology allows for real-time movement correction in PE training. This technology enhances training results by instantly correcting physical exercise movements | VR technology adjusts PE movements instantly during training. Correctly teaching PE in real time improves training efficiency |
3.1 RQ1: What is the Role of Current Trends in VR in Education?
With its immersive and engaging learning experiences that traditional techniques cannot match, VR is becoming more and more recognized as a transformative tool in education. VR improves student engagement, comprehension, and recall of complex topics (Table 3).
In Table 3, there are five articles published in 2024, three articles published in 2023, and two articles published in 2022 that examine the role of current trends in VR in education (Table 3). This shows that the use of VR in education continues to increase. In the future, VR has the potential to significantly impact the delivery of education. According to Analyti et al. (2024) and Indriati (2023), VR offers immersive environments that enable students to interact intimately with instructional content, improving their retention and comprehension of complicated subjects. It makes realistic, risk-free simulations possible, which is especially helpful in domains like engineering and medical education, where students can hone their skills in a secure setting (He & Tan, 2025). It has been demonstrated that VR can produce dynamic and captivating educational experiences that boost student knowledge and motivation (Arora, 2024). The integration of VR is increasing its educational impact, paving the way for customized learning experiences (Balushi et al., 2024; Mahmoudi-Dehaki & Nasr-Esfahani, 2024). The connectivity of VR educational frameworks with LMS facilitates transdisciplinary applications (Balushi et al., 2024). VR’s general adoption in educational contexts is severely hampered by the high cost of its hardware and software as well as technological constraints (Analyti et al., 2024; Mahmoudi-Dehaki & Nasr-Esfahani, 2024). VR technology’s significance in education is anticipated to grow as it becomes more widely available and reasonably priced, providing opportunities for educational innovation and new teaching paradigms (Ramos & Júnior, 2024). More research and cooperation are necessary to fully realize VR’s potential and address accessibility and data security issues (Arora, 2024; Mahmoudi-Dehaki & Nasr-Esfahani, 2024). VR has the potential to completely transform education, despite some of its drawbacks. VR’s immersive and interactive qualities have the potential to greatly improve educational experiences, increasing their effectiveness and engagement. VR is expected to become a crucial component of educational practices as research and technology advance, providing new opportunities for teaching and learning in a variety of sectors. To properly incorporate VR into the curriculum and optimize its educational effects, teachers must receive thorough training (Analyti et al., 2024).
Successful incorporation of VR in education necessitates extensive teacher training to cultivate technical expertise and instructional methodologies. Educators require practical training sessions and continuous professional development opportunities to learn VR tools (Ruiz-Ortega, Ricoy-Cano, García-Domingo, & Fuente-Robles, 2024). Curriculum modification is essential to synchronize VR applications with educational objectives. This entails creating immersive educational experiences that augment the current curriculum and improve student engagement and learning results. The authors provide strategic recommendations for effective VR integration in teacher education programs, which include demonstrating a variety of VR applications and highlighting methods to enhance student engagement. Notwithstanding the limitations, VR has considerable advantages, including heightened student engagement, improved experiential learning, and opportunities for practical, risk-free simulations (Analyti et al., 2024). The immersive capabilities of VR can replicate real-world scenarios, offering students practical experiences in disciplines such as science, history, and vocational training (Analyti et al., 2024; Mahmoudi-Dehaki & Nasr-Esfahani, 2024). The prospect of integrating VR with artificial intelligence (AI) to develop personalized learning experiences represents a promising advancement that could significantly improve educational outcomes (Analyti et al., 2024).
VR technology advances will significantly influence future teaching methods by providing immersive, interactive, and customized learning experiences (Refmidawati, 2023). VR can mimic real-life situations and complex ideas, making education more engaging and helping students understand different topics better. The next part discusses important ways that improvements in VR could influence future teaching methods. VR helps students learn difficult topics, like chemical reactions, in a safe and engaging way, which enhances their learning and memory (Duca, Constantinescu, & Iftene, 2024). In computer science education, VR helps students learn by offering realistic experiences that improve hands-on skills and critical thinking (Balushi et al., 2024). Many areas, such as science, history, and language learning, can utilize VR, offering practical experiences that traditional methods cannot match. VR technology greatly increases student interest by providing dynamic and engaging learning experiences (Thakur, Bhatia, & Kaur, 2024). Combining AI with VR can create customized learning experiences that fit each student’s goals and speed of learning. Using VR for personalized learning paths can help students do better and gain more independence because these tools adjust to different learning styles. Even though VR has a lot of possibilities, it has some problems like high prices, technology issues, and the need for thorough training for teachers (Mahmoudi-Dehaki & Nasr-Esfahani, 2024). To tackle these challenges, educators, researchers, and business partners need to work together to provide fair access and ensure that things are put into practice effectively. While VR technology offers promising advances for educational strategies, it is essential to consider the broader context of its implementation. The high prices and technical challenges of VR might make it difficult to use, especially in schools with fewer resources (Samala et al., 2024). As VR technology improves and gets cheaper, it will likely play a bigger role in education, providing more interesting, interactive, and tailored learning experiences.
3.2 RQ2: What is the Role of Current Trends in VR to Enhance Skill Acquisition in PE?
PE is increasingly recognizing VR as a powerful tool. It provides engaging and collaborative experiences that help students improve their skills (Table 4).
A study of 9 articles looked at how current trends in VR can help students learn new skills in PE (Table 4). The results showed that using VR in PE does help students learn new skills. Enhance skill acquisition in PE students’ learning. This improves their performance, helps them remember what they learned, and encourages them to stick to exercise routines. This new method increases involvement and drive while offering a safe and easy-to-use training space, which is especially helpful for beginners and people with physical challenges. VR creates realistic settings that mimic real-life situations, allowing students to practice and improve their skills safely. This hands-on learning method increases interest and drive, which helps people learn skills better. In sports such as golf, football, and archery, VR has been proven to increase students’ involvement, skill development, and mental strength by providing accurate training experiences (Jiang et al., 2024). VR technology has been shown to make teaching sports more effective, with efficiency improvements between 19.36 and 21.04% in sports such as basketball and soccer (Shi, 2024). Research has proven that combining VR with reinforcement learning techniques significantly enhances learners’ skills and teaching methods. This approach provides flexible and scalable solutions for different learning requirements (Sun et al., 2024). Using VR along with game-like methods makes activities feel easier and helps improve physical skills. Better results in tests like plate-tapping and lateral jumping demonstrate this (Fernández-Vázquez et al., 2024). The exciting features of VR, like racing and rewards, help improve skills and keep students interested (Fernández-Vázquez et al., 2024). VR offers a safe and easy way to practice skills, which is especially helpful for students with physical challenges or those who are just starting a sport (Jiang et al., 2024). The technology lets people practice complicated physical tasks safely, reducing the risks involved and making learning easier (Xu, Hong, & Yang, 2022). VR has many benefits for learning skills in PE, but difficulties like high equipment costs, technical issues, and discomfort for users make it challenging for everyone to use it wisely. There are also concerns about students feeling alone and the need for proper care when using VR. As technology improves and costs go down, VR has the potential to change PE. It can offer engaging and interactive learning experiences that support overall growth (Kuleva, 2024).
To the best of our knowledge immersive learning with VR helps students learn skills in PE by offering realistic, dynamic, and enjoyable training experiences. VR technology helps students learn and improve their skills in a safe setting. This is especially useful for beginners or people with physical challenges (Singh & Awasthi, 2024). VR allows students to learn by experiencing things directly, helping them understand the subject better. They can practice many times and get quick feedback to improve their skills. This method helps improve skills and increases motivation and interest among trainees. Improved participation and motivation VR settings offer engaging experiences that grab students’ attention, boosting their participation and interest in PE activities. VR engages students in their learning, helping them remember skills and information better (Deng, Wang, Dong, Lei, & Dong, 2023; Kuleva, 2024). VR provides a secure platform for students to hone their skills without the risk of injury. This makes it perfect for high-risk sports or for students who have physical challenges. This helps students practice skills in a realistic setting, making it easier for them to use them in real life. VR systems provide quick feedback on how students are doing, allowing them to quickly spot and fix their mistakes. Using motion capture and other technologies in VR can give accurate information about how students move, allowing for thorough examination and improvement of their motor skills. Different uses in sports VR have been successfully applied in various sports, such as golf, football, and archery, demonstrating its versatility and effectiveness in enhancing skill acquisition across different physical activities (Jiang et al., 2024). VR has many advantages for learning skills in PE, but there are still some challenges. These include the high cost of tools, technical issues, and possible discomfort for users, which makes it challenging for everyone to use it widely. We need enough supervision to avoid isolation and make sure learning is effective in VR settings (Kuleva, 2024). We expect the use of VR in PE to grow as technology improves and becomes more affordable, offering more opportunities for engaging and effective learning.
3.3 RQ3: What Is the Role of Current Trends in VR to Enhance Skill Acquisition in PE in Higher Education in the Twenty-First Century?
VR simulation has become a revolutionary tool in higher education, particularly for enhancing skills development and skill acquisition in PE in higher education in the twenty-first century (Table 5).
The role of current trends in VR to enhance skill acquisition in PE in higher education in the twenty-first century
| Author | Country | Result | Conclusion |
|---|---|---|---|
| Yin (2022) | Netherlands | VR technology enhances sports performance and accurately records training data. VR technology enhances the advancement of athletic training in higher education in the twenty-first century | Higher education uses VR technology for sports training. VR technology enhances sports performance and captures precise training data in the twenty-first century |
| Dong and Sha (2024) | China | VR technology enhances the quality of PE instruction in colleges. The VR sports teaching mode improves physical fitness and instructional efficacy in the twenty-first century | VR technology enhances the quality of PE instruction in colleges. VR sports instruction improves physical fitness and pedagogical efficacy in the twenty-first century |
| Yula and Zhu (2022) | China | The effectiveness of VR fusion environments in teaching PE has been confirmed. We created an interactive, real-time instructional video using VR technology in the twenty-first century | The effectiveness of using a VR fusion environment in PE instruction has been confirmed. We developed an interactive, real-time instructional video using VR technology |
| Ren (2021) | China | VR technology enhances PE. It facilitates automation and programming in PE subject in the twenty-first century | VR technology augments PE curricula. It advocates for modernity, automation, and programming in PE |
| Zhang (2018) | China | The utilization of computer VR technology in PE significantly enhances the quality and effectiveness of instruction. Computer VR technology attains outcomes unattainable by conventional physical instruction approaches | VR technology augments physical instruction in higher education institutions. Ongoing advancement is crucial for the successful application of VR technology |
Based on the results of the literature review of the five articles in Table 4, it is known that VR enhances skill acquisition in PE in higher education in the twenty-first century. VR technology enhances PE and facilitates automation and programming in the PE subject in the twenty-first century (Ren, 2021). VR technology enhances sports performance and accurately records training data. VR technology enhances the advancement of athletic training in higher education in the twenty-first century (Yin, 2022). The VR is immersive and interactive, and students can experience realistic situations that they would not be able to experience with traditional methods. This creates a safe and controlled environment for learning and practice. VR produces realistic environments that replicate real-world situations, allowing students to hone their skills in a risk-free context. This is particularly beneficial in disciplines such as medicine, engineering, and PE where hands-on experience is essential (He & Tan, 2025; Nassar, Al-Manaseer, Knowlton, & Tuma, 2021). VR simulation enhances the acquisition of technical and non-technical skills, including teamwork and problem solving, by offering realistic and collaborative learning experiences (Nassar et al., 2021; Villegas-Ch, Govea, Naranjo Godoy, & Mera-Navarrete, 2024). In PE, VR has been shown to improve performance and knowledge retention, providing students with realistic scenarios for experiential learning. (Kuleva, 2024). Despite its advantages, the application of VR in education faces obstacles such as high costs, technological constraints, and possible user discomfort, which may hinder its widespread adoption (Cabrera-Duffaut et al., 2024; Kuleva, 2024). Although VR simulations provide significant benefits in skill development for students, especially in PE, issues related to cost and accessibility must be addressed to fully realize their potential. Continued advancement in VR technology and pedagogical methods is essential to overcome these obstacles and fully utilize the advantages of VR in higher education.
To the best of our knowledge, PE curricula are gradually incorporating VR technology to enhance learning outcomes through immersive and interactive experiences. New ways of teaching use VR to make this integration stronger by simulating real-life situations, improving teaching methods, and getting more students involved. These strategies are revolutionizing conventional PE instruction by providing novel opportunities for skill development, incentive, and safety. VR technology generates authentic sports training environments, enabling students to practice and enhance their talents in a safe and regulated context. This is especially advantageous for endeavors such as track and field, where VR may replicate real-life situations without the inherent hazards (Yang, 2018). In sports such as golf, football, and archery, VR offers immersive simulations that improve students’ skill development, strategic comprehension, and psychological training (Jiang et al., 2024). Combining VR with reinforcement learning algorithms makes it easier for training methods to get better on their own. This approach has demonstrated considerable benefits in enhancing learners’ competencies and instructional efficacy relative to conventional methods (Sun et al., 2024). We employ VR game-based learning settings to enhance motivation and physical activity levels. Such spaces enhance learning experiences by fostering engagement and interactivity, resulting in heightened student participation and enthusiasm (Omarov, Omarov, Azhibekova, & Omarov, 2024). Utilizing wearable devices in conjunction with VR applications offers immediate feedback on physical activity and performance. This integration facilitates the development of dynamic and interactive learning environments that address the diverse needs of students (Singh & Awasthi, 2024). The integration of VR technology with human posture detection enhances the quality of online PE through precise motion capture and increased instructor satisfaction. Enhanced virtual human animation technology elevates the depiction of athletic movements, rendering online sports instruction more engaging and efficient (Wang, 2021). Despite the advantages of VR technology in PE, obstacles include substantial equipment costs, technical constraints, and possible persistent user discomfort. Moreover, sufficient oversight is necessary to avert student isolation in VR settings. Notwithstanding these obstacles, the ongoing advancement and cost mitigation of VR technology present potential for its wider implementation in PE instruction (Kuleva, 2024).
Higher education is increasingly using VR in PE, offering immersive and interactive learning experiences that enhance skill development. However, certain barriers hinder its full potential. These barriers include high cost, technical difficulties, and concerns about user comfort and isolation. Addressing these barriers is critical to the successful integration of VR with PE. (1) High cost and technical difficulties: The cost of VR equipment and the requirement for specific educational software pose significant barriers to widespread adoption in educational institutions (Cabrera-Duffaut et al., 2024; Samala et al., 2024). (2) Technical barriers, including hardware compatibility and the need for robust infrastructure, present barriers to smooth integration (Jiang et al., 2024; Kuleva, 2024). Funding issues and the lack of standard evaluation criteria for VR training make it even harder to use (Mergen et al., 2024). (3) Concerns about user comfort and isolation: User discomfort, such as motion sickness and fatigue, may limit the duration and efficacy of VR sessions (Kuleva, 2024; Mergen et al., 2024). Kuleva (2024) has raised concerns about the potential for student isolation in VR environments, which could impact social interactions and collaborative learning. It’s important for teachers and students to know how to use technology and be digitally literate in order for VR to be used effectively in PE Samala et al. (2024) although this may not always be possible. Proper supervision and direction are essential for students to successfully navigate and benefit from VR settings (Kuleva, 2024). (5) Infrastructure limitations, such as inadequate internet speeds and outdated facilities, may hinder the adoption of VR technology (Samala et al., 2024). We must address regulatory challenges, such as privacy and data security issues, to safeguard consumers and institutions (Samala et al., 2024). While VR offers significant potential to enhance skill acquisition in PE, these limitations underscore the need for strategic planning and investment. Collaborative initiatives between educators, researchers, and industry partners are essential to overcome these barriers and fully harness the potential of VR in education. Furthermore, investigating alternative immersive technologies, such as VR, may provide additional solutions to specific issues faced by VR (Garg et al., 2023).
Institutions have substantial technological obstacles when incorporating VR into educational environments; yet, ways exist to surmount these problems. VR provides immersive educational experiences that can improve communication abilities, cultural comprehension, and the development of practical skills. Nevertheless, the elevated expenses, technological intrigue, and absence of accessible standards provide obstacles. Institutions can mitigate these obstacles via strategic planning, infrastructure enhancement, and stakeholder participation. The subsequent sections delineate essential solutions for surmounting the technological obstacles of VR in educational institutions – (1) Infrastructure and resources: Advancement Institutions must invest in resilient infrastructure to facilitate VR technologies, encompassing high-speed internet and appropriate hardware. Insufficient resources, such as inadequate internet infrastructure, can impede VR implementation (Hung et al., 2023). Institutional backing for infrastructure and personnel is essential. Institutions must designate funding for VR equipment and training programs to guarantee staff preparedness and capability for implementation (Hung et al., 2023). (2) Cooperation and stakeholder involvement: Involving stakeholders, such as personnel, students, and external collaborators, can promote the adoption of VR. According to Hung et al. (2023), collaborative action research methods, which include steps like Reflect and Plan, Act and Adapt, and Evaluate, could help organizations make VR programs fit the needs of their local communities. Institutions must engage staff advocates and utilize the perceived advantages of VR to promote its adoption. Staff champions can promote the utilization of VR and assist in alleviating reluctance among other staff members (Hung et al., 2023). (3) Accessibility and inclusivity: Formulating accessibility rules for VR hardware and software is crucial to broadening the availability of VR technology to a diverse audience. This encompasses the resolution of technological, infrastructural, pedagogical, and cultural impediments (Muczyński et al., 2023). Institutions must prioritize the development of inclusive VR settings that address various student requirements, guaranteeing equitable opportunities for all stakeholders (Bosman et al., 2024). (4) Training and support. Ensuring sufficient training and support for educators is essential. Institutions must provide instructional technology and training programs to assist educators in effectively incorporating VR into their pedagogical activities. Institutions might gain advantages from seminars and collaborative initiatives to develop effective guidelines for the application of VR in education, thereby improving the entire learning experience (Muczyński et al., 2023). (5) Research and development. Institutions ought to allocate resources towards research aimed at examining successful integration strategies and evaluating the influence of VR on educational outcomes. This entails examining the viability of VR adoption and recognizing sustainable methods for extensive implementation. Investigating opportunities in immersive education can assist institutions in devising novel strategies to surmount technological obstacles and augment the educational potential of VR (Bosman et al., 2024). Although surmounting technological obstacles to VR integration in education is difficult, institutions can utilize strategic planning, collaboration, and research to tackle these challenges. By investing in infrastructure, involving stakeholders, and prioritizing accessibility and training, institutions can realize the full potential of VR technology. It is essential to recognize the dynamic nature of technology and the changing requirements of educational environments. Institutions must remain flexible and receptive to advances in VR technology to guarantee effective integration and optimize its advantages for both students and educators.
4 Conclusion
VR plays a significant role in enhancing educational experiences by providing immersive and interactive environments. These environments facilitate better engagement and comprehension among learners, allowing them to explore complex subjects in ways that traditional methods cannot achieve. VR is particularly beneficial in PE, where it offers risk-free practice opportunities. This technology helps improve skill acquisition by simulating real-world settings, which is crucial for experiential learning. These results underscore the growing interest and potential of VR in enhancing skill acquisition in PE, particularly in higher education settings. VR presents exciting opportunities for enhancing education, particularly in PE; addressing its challenges is crucial for its successful integration and maximizing its benefits. These implications highlight the transformative potential of VR in PE, offering new opportunities for skill acquisition and engagement while also presenting challenges that need to be managed strategically. The findings suggest a promising future for VR in education, particularly in enhancing skill acquisition in PE. However, strategic planning and collaboration among educators, researchers, and industry partners are essential to overcome existing barriers and fully leverage VR’s potential. These problems show what needs to be fixed in future studies. For example, the study designs should be broader, quantitative methods should be used, and the literature search should include more publications. VR can be effectively integrated into PE in higher education, providing a foundation for future studies and practical applications in the field. The study identifies a gap in the quantity of research specifically focused on VR’s role in higher education PE. Future research can significantly contribute to the effective integration of VR in PE, enhancing skill acquisition and overall educational outcomes in higher education settings. VR offers a significant impact in PED due to its ability to create an immersive and interactive learning environment, transcending the limitations of traditional methods that are often limited by space, equipment, and physical risks. VR allows students to practice motor skills and participate in various sports and fitness activities in a safe and controlled environment, providing immediate feedback and personalized learning that is difficult to achieve with conventional methods. Also, VR can encourage students by making learning more fun and game-like, allowing them to explore complicated movements and different exercise situations without needing large spaces or worrying about getting hurt, which boosts their interest and understanding of PE concepts.
Acknowledgments
We would like to thank the head of the Department of Health and Recreation, Padang State University, Padang, Indonesia.
-
Funding information: The authors state no funding involved.
-
Author contributions: Conceptualization, methodology, validation: Nugroho Susanto and Ridho Bahtra; formal analysis, investigation: Muhamad Sazeli Rifki; resources, data curation: Anton Komaini; writing-original draft preparation: Nuridin Widya Pranoto; writing-review and editing, visualization, Nugroho Susanto and Anton Komaini: All authors have read and agreed to the published version of the manuscript.
-
Conflict of interest: The authors state no conflict of interest.
-
Data availability statement: All raw data and analysis scripts needed to replicate these findings are available from the corresponding author upon reasonable request and for non-commercial purposes only.
References
Ali, S. F., Azmat, S. A., Noor, A. U., Siddiqui, H., & Noor, S. (2017). Virtual reality as a tool for physical training. 2017 First International Conference on Latest Trends in Electrical Engineering and Computing Technologies (INTELLECT) (pp. 1–6). doi: 10.1109/INTELLECT.2017.8277617.Search in Google Scholar
Analyti, E., Charitou, R., Pesmatzoglou, E., Stavrogiannopoulou, M., Schoina, I., Travlou, C., & Mitroyanni, E. (2024). Virtual reality in education: Transforming learning through immersive technology. Technium Education and Humanities, 10, 1–11. doi: 10.47577/teh.v10i.11766.Search in Google Scholar
Arora, M. (2024). Virtual reality in education: Analyzing the literature and bibliometric state of knowledge. In R. Malik, A. Sharma, & P. Chaudhary (Eds.), Transforming education with virtual reality (1st ed., pp. 379–402). New Jersey: Wiley. doi: 10.1002/9781394200498.ch22.Search in Google Scholar
Aswie, V., & Abdu, W. J. (2023). Implementing of virtual reality technology in science subjects as effort to build a meaningful learning. Tatar Pasundan: Jurnal Diklat Keagamaan, 17(2), 217–229. doi: 10.38075/tp.v17i2.388.Search in Google Scholar
Azis, I. R., & Cantafio, G. (2023). The role of virtual reality in science and technology education: A new paradigm for interactive learning. Journal of Training, Education, Science and Technology, 1(2), 13–18. doi: 10.51629/jtest.v1i1.170.Search in Google Scholar
Bae, M. H. (2023). The effect of a virtual reality-based physical education program on physical fitness among elementary school students. Iranian Journal of Public Health, 32(2), 371–380. doi: 10.18502/ijph.v52i2.11890.Search in Google Scholar
Balushi, J. S. G. A., Palarimath, S., Mohamed, C. R., Ahmed Al Jabri, M. I., & Radhakrishnan, V. (2024). Transforming computer practice teaching through virtual reality: Trends and future directions. International Journal of Innovative Research in Computer Science and Technology, 12(5), 117–126. doi: 10.55524/ijircst.2024.12.5.16.Search in Google Scholar
Bosman, I. D. V., Smith, A. E., Wong, Y. L., Ka, K. S. D., Alemneh, D., & Chow, A. (2024). Immersive technology in education. Proceedings of the Association for Information Science and Technology, 61(1), 721–724. doi: 10.1002/pra2.1086.Search in Google Scholar
Brown, K. E., Heise, N., Meyer, C. A., Nelson, J., Eitel, C. M., Ivie Jr, K. R., … Clapp, T. R. (2023). Exploring the role of virtual reality in STEM distance education and remote outreach opportunities. The Journal of STEM Outreach, 6(1),1–10. doi: 10.15695/jstem/v6i1.11.Search in Google Scholar
Cabrera-Duffaut, A., Pinto-Llorente, A. M., & Iglesias-Rodríguez, A. (2024). Immersive learning platforms: Analyzing virtual reality contribution to competence development in higher education – a systematic literature review. Frontiers in Education, 9, 1391560. doi: 10.3389/feduc.2024.1391560.Search in Google Scholar
Choukikar, H., & Parte, S. (2023). Transformative realities: The social impact of virtual reality. International Journal for Research in Applied Science and Engineering Technology, 11(12), 650–663. doi: 10.22214/ijraset.2023.57214.Search in Google Scholar
Christopoulos, A., Styliou, M., Ntalas, N., & Stylios, C. (2024). The impact of immersive virtual reality on knowledge acquisition and adolescent perceptions in cultural education. Information, 15(5), 261–282. doi: 10.3390/info15050261.Search in Google Scholar
Deng, Y., Wang, Z., Dong, L., Lei, Y., & Dong, Y. (2023). Immersive innovations: An examination of the efficacy and evolution of virtual reality in human movement training. Robotic Intelligence and Automation, 43(5), 551–566. doi: 10.1108/RIA-05-2023-0072.Search in Google Scholar
Dong, Z., & Sha, N. (2024). Exploration of the path to improve the quality of physical education teaching in colleges and universities with the help of VR technology. Applied Mathematics and Nonlinear Sciences, 9(1), 20242174. doi: 10.2478/amns-2024-2174.Search in Google Scholar
Duca, A., Constantinescu, G. G., & Iftene, A. (2024). Future education: Experimenting with chemical reactions in virtual reality. 2024 International Conference on INnovations in Intelligent SysTems and Applications (INISTA) (pp. 1–6). doi: 10.1109/INISTA62901.2024.10683861.Search in Google Scholar
Fernández-Vázquez, D., Navarro-López, V., Cano-de-la-Cuerda, R., Palacios-Ceña, D., Espada, M., Bores-García, D., … Romero-Parra, N. (2024). Influence of virtual reality and gamification combined with practice teaching style in physical education on motor skills and students’ perceived effort: A mixed-method intervention study. Sustainability, 16(4), 1584–1599. doi: 10.3390/su16041584.Search in Google Scholar
Garg, S., Parmar, R., Singh, J., & Ahmed, S. (2023). Augmented reality in education: An insight into current trends and limitations. 2023 3rd International Conference on Intelligent Technologies (CONIT) (pp. 1–6). Hubli, India. doi: 10.1109/CONIT59222.2023.10205916.Search in Google Scholar
Haddaway, N. R., Page, M. J., Pritchard, C. C., & McGuinness, L. A. (2022). PRISMA2020: An R package and Shiny app for producing PRISMA 2020‐compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis. Campbell Systematic Reviews, 18(2), e1230. doi: 10.1002/cl2.1230.Search in Google Scholar
He, X., & Tan, W. H. (2025). Analysis of the teaching effectiveness of virtual reality technology in higher education. Salud, Ciencia y Tecnología - Serie de Conferencias, 4, 1274. doi: 10.56294/sctconf20251274.Search in Google Scholar
Hung, L., Wong, J., Upreti, M., Kan, W., Tumar, A., Hardern, S., … Wallsworth, C. (2023). Facilitators and barriers to implementing a virtual reality program in long-term care. Innovation in Aging, 7(Supplement_1), 317–317. doi: 10.1093/geroni/igad104.1054.Search in Google Scholar
Indriati, G. (2023). Using virtual reality to help teachers improve learning: A review. Journal Of Digital Learning and Distance Education, 2(6), 635–638. doi: 10.56778/jdlde.v2i6.286.Search in Google Scholar
Jiang, X., Zhang, T., & Li, Y. (2024). Integrating reality: Exploring the application prospect of VR technology in physical education teaching. 2024 6th Asia Symposium on Image Processing (ASIP) (pp. 161–166). doi: 10.1109/ASIP63198.2024.00036.Search in Google Scholar
Kuleva, M. (2024). Exploring the integration of virtual reality in physical education: A comprehensive review. Environment. Technologies. Resources. Proceedings of the International Scientific and Practical Conference (Vol. 2, pp. 197–201). doi: 10.17770/etr2024vol2.8057.Search in Google Scholar
Li, D., Yi, C., & Gu, Y. (2021). Research on college physical education and sports training based on virtual reality technology. Mathematical Problems in Engineering, 2021, 1–8. doi: 10.1155/2021/6625529.Search in Google Scholar
Lin, A. J., & Cheng, F. F. (2024). Virtual reality game for science education. 2024 5th International Conference on Computer Science, Engineering, and Education (CSEE) (pp. 8–12). doi: 10.1109/CSEE63195.2024.00010.Search in Google Scholar
Mahmoudi-Dehaki, M., & Nasr-Esfahani, N. (2024). Educational virtual reality (VR): Revolutionizing future academic practices. In S. Mazhar Hussain & A. Nawaz Hakro (Eds.), Advances in educational technologies and instructional design (pp. 105–128). Pennsylvania: IGI Global. doi: 10.4018/979-8-3693-6407-9.ch005.Search in Google Scholar
Mergen, M., Graf, N., & Meyerheim, M. (2024). Reviewing the current state of virtual reality integration in medical education – A scoping review. BMC Medical Education, 24(1), 788–813. doi: 10.1186/s12909-024-05777-5.Search in Google Scholar
Mitsea, E., Drigas, A., & Skianis, C. (2022). Mindfulness strategies for metacognitive skills training in special education: The role of virtual reality. Technium Social Sciences Journal, 35, 232–262. doi: 10.47577/tssj.v35i1.7275.Search in Google Scholar
Muczyński, B., Skorupska, K., Abramczuk, K., Biele, C., Bohdanowicz, Z., Cnotkowski, D., … Logan, T. (2023). VR accessibility in distance adult education. Human-Computer Interaction, 16(2), 1–7. doi: 10.48550/ARXIV.2309.04245.Search in Google Scholar
Nassar, A. K., Al-Manaseer, F., Knowlton, L. M., & Tuma, F. (2021). Virtual reality (VR) as a simulation modality for technical skills acquisition. Annals of Medicine and Surgery, 71, 102945. doi: 10.1016/j.amsu.2021.102945.Search in Google Scholar
Omarov, N., Omarov, B., Azhibekova, Z., & Omarov, B. (2024). Applying an augmented reality game-based learning environment in physical education classes to enhance sports motivation. Retos, 60, 269–278. doi: 10.47197/retos.v60.109170.Search in Google Scholar
Ramos, R. C., & Júnior, W. L. B. (2024). REALIDADE VIRTUAL NA EDUCAÇÃOFundamentos, Dispositivos, Aplicações e Inovação no Ensino. RCMOS - Revista Científica Multidisciplinar O Saber, 1(1), 1–21. doi: 10.51473/rcmos.v1i1.2024.540.Search in Google Scholar
Refmidawati. (2023). Virtual reality media for fun learning. Journal of Digital Learning and Distance Education, 2(4), 544–547. doi: 10.56778/jdlde.v2i4.79.Search in Google Scholar
Ren, X. (2021). The practice and thinking of computer virtual reality technology in the teaching mode of physical education in colleges and universities. Journal of Physics: Conference Series, 1744(4), 042020. doi: 10.1088/1742-6596/1744/4/042020.Search in Google Scholar
Ruiz-Ortega, D., Ricoy-Cano, A. J., García-Domingo, M., & Fuente-Robles, Y. M. D. L. (2024). Learning through simulation: A systematic literature review of the use of virtual reality and augmented reality in social work education. International Social Work, 67(4), 1059–1074. doi: 10.1177/00208728231208002.Search in Google Scholar
Samala, A. D., Bojic, L., Rawas, S., Howard, N. J., Arif, Y. M., Tsoy, D., & Coelho, D. P. (2024). Extended reality for education: Mapping current trends, challenges, and applications. Jurnal Pendidikan Teknologi Kejuruan, 7(3), 140–169. doi: 10.24036/jptk.v7i3.37623.Search in Google Scholar
Shalender, K., Singla, B., & Sharma, S. (2024). VR in vocational educational and training: Conceptual framework and adoption roadmap. In R. Malik, A. Sharma, & P. Chaudhary (Eds.), Transforming education with virtual reality (1st ed., pp. 201–209). New Jersey: Wiley. doi: 10.1002/9781394200498.ch12.Search in Google Scholar
Shi, Y. (2024). The application of computer VR technology in physical education. Applied Mathematics and Nonlinear Sciences, 9(1), 20230252. doi: 10.2478/amns.2023.2.00252.Search in Google Scholar
Singh, R., & Awasthi, S. (2024). Technology integration in physical education: Exploring the use of wearable devices and virtual reality for enhancing student engagement and learning outcomes. Innovative Research Thoughts, 10(2), 70–74. doi: 10.36676/irt.v10.i2.09.Search in Google Scholar
Sulistyaningrum, S. D., Putri, R. S., Herawati, A., & Irianto, S. (2022). Trends of virtual reality for learning empirical evidence from different fields. Journal of Education and Learning (EduLearn), 16(4), 531–541. doi: 10.11591/edulearn.v16i4.20648.Search in Google Scholar
Sun, M., Li, P., & Wang, D. (2024). Simulation and optimization of physical education teaching based on virtual reality technology and reinforcement learning algorithms. 2024 International Conference on Telecommunications and Power Electronics (TELEPE) (pp. 579–584). doi: 10.1109/TELEPE64216.2024.00110.Search in Google Scholar
Thakur, T., Bhatia, S., & Kaur, G. (2024). Influence of virtual reality as a tool to revolutionize industry education. In R. Aggarwal, P. Gupta, S. Singh, & R. Bala (Eds.), Advances in educational technologies and instructional design (pp. 108–121). Pennsylvania: IGI Global. doi: 10.4018/979-8-3693-3015-9.ch008.Search in Google Scholar
Villegas-Ch, W., Govea, J., Naranjo Godoy, L., & Mera-Navarrete, A. (2024). Virtual reality simulations for skills training: Improving learning through immersive experiences in educational environments. IEEE Access, 12, 130073–130090. doi: 10.1109/ACCESS.2024.3456628.Search in Google Scholar
Wang, Y. (2021). Physical education teaching in colleges and universities assisted by virtual reality technology based on artificial intelligence. Mathematical Problems in Engineering, 2021, 1–11. doi: 10.1155/2021/5582716.Search in Google Scholar
Wei, Z., & Yuan, M. (2023). Research on the current situation and future development trend of immersive virtual reality in the field of education. Sustainability, 15(9), 7531. doi: 10.3390/su15097531.Search in Google Scholar
Xu, S., Hong, X., & Yang, H. (2022). The application of VR technology based on computer vision in physical education. 2022 the 7th International Conference on Information and Education Innovations (ICIEI) (pp. 176–181). doi: 10.1145/3535735.3537765.Search in Google Scholar
Xue, L. (2020). Analysis of the sports teaching and training system based on the VR technology. In J. C. Hung, N. Y. Yen, & J. W. Chang (Eds.), Frontier computing (Vol. 551, pp. 1645–1650). Singapore: Springer. doi: 10.1007/978-981-15-3250-4_218.Search in Google Scholar
Yang, Q. (2024). A study of using VRTECH virtual reality technology in physical education teaching to improve students’ learning interests. Applied Mathematics and Nonlinear Sciences, 9(1), 20242576. doi: 10.2478/amns-2024-2576.Search in Google Scholar
Yang, H. (2018). VR technology and its application and prospect in the field of university education technology. Proceedings of the 2018 International Symposium on Humanities and Social Sciences, Management and Education Engineering (HSSMEE 2018). Dalian, China. doi: 10.2991/hssmee-18.2018.53.Search in Google Scholar
Yang, Y., & Meng, L. (2019). Physical education motion correction system based on virtual reality technology. International Journal of Emerging Technologies in Learning (iJET), 14(13), 105–116. doi: 10.3991/ijet.v14i13.10710.Search in Google Scholar
Yin, J. (2022). The application of computer virtual reality technology in the athletic training of colleges and universities. In S. Sun, T. Hong, P. Yu, & J. Zou (Eds.), Signal and information processing, networking and computers (Vol. 895, pp. 167–173). Singapore: Springer Nature Singapore. doi: 10.1007/978-981-19-4775-9_20.Search in Google Scholar
Yula, Z., & Zhu, X. (2022). Application analysis of virtual reality integration environment based on VR technology in physical education teaching. 2022 2nd International Conference on Information Technology and Contemporary Sports (TCS) (pp. 76–81). doi: 10.1109/TCS56119.2022.9918720.Search in Google Scholar
Zhang, Y. (2018). Research on the application of computer “virtual reality” technology in physical education of colleges and universities. Proceedings of the 2018 8th International Conference on Management, Education and Information (MEICI 2018). Shenzang, China. doi: 10.2991/meici-18.2018.261.Search in Google Scholar
© 2025 the author(s), published by De Gruyter
This work is licensed under the Creative Commons Attribution 4.0 International License.
Articles in the same Issue
- Special Issue: Disruptive Innovations in Education - Part II
- Formation of STEM Competencies of Future Teachers: Kazakhstani Experience
- Technology Experiences in Initial Teacher Education: A Systematic Review
- Ethnosocial-Based Differentiated Digital Learning Model to Enhance Nationalistic Insight
- Delimiting the Future in the Relationship Between AI and Photographic Pedagogy
- Research Articles
- Examining the Link: Resilience Interventions and Creativity Enhancement among Undergraduate Students
- The Use of Simulation in Self-Perception of Learning in Occupational Therapy Students
- Factors Influencing the Usage of Interactive Action Technologies in Mathematics Education: Insights from Hungarian Teachers’ ICT Usage Patterns
- Study on the Effect of Self-Monitoring Tasks on Improving Pronunciation of Foreign Learners of Korean in Blended Courses
- The Effect of the Flipped Classroom on Students’ Soft Skill Development: Quasi-Experimental Study
- The Impact of Perfectionism, Self-Efficacy, Academic Stress, and Workload on Academic Fatigue and Learning Achievement: Indonesian Perspectives
- Revealing the Power of Minds Online: Validating Instruments for Reflective Thinking, Self-Efficacy, and Self-Regulated Learning
- Culturing Participatory Culture to Promote Gen-Z EFL Learners’ Reading Proficiency: A New Horizon of TBRT with Web 2.0 Tools in Tertiary Level Education
- The Role of Meaningful Work, Work Engagement, and Strength Use in Enhancing Teachers’ Job Performance: A Case of Indonesian Teachers
- Goal Orientation and Interpersonal Relationships as Success Factors of Group Work
- A Study on the Cognition and Behaviour of Indonesian Academic Staff Towards the Concept of The United Nations Sustainable Development Goals
- The Role of Language in Shaping Communication Culture Among Students: A Comparative Study of Kazakh and Kyrgyz University Students
- Lecturer Support, Basic Psychological Need Satisfaction, and Statistics Anxiety in Undergraduate Students
- Parental Involvement as an Antidote to Student Dropout in Higher Education: Students’ Perceptions of Dropout Risk
- Enhancing Translation Skills among Moroccan Students at Cadi Ayyad University: Addressing Challenges Through Cooperative Work Procedures
- Socio-Professional Self-Determination of Students: Development of Innovative Approaches
- Exploring Poly-Universe in Teacher Education: Examples from STEAM Curricular Areas and Competences Developed
- Understanding the Factors Influencing the Number of Extracurricular Clubs in American High Schools
- Student Engagement and Academic Achievement in Adolescence: The Mediating Role of Psychosocial Development
- The Effects of Parental Involvement toward Pancasila Realization on Students and the Use of School Effectiveness as Mediator
- A Group Counseling Program Based on Cognitive-Behavioral Theory: Enhancing Self-Efficacy and Reducing Pessimism in Academically Challenged High School Students
- A Significant Reducing Misconception on Newton’s Law Under Purposive Scaffolding and Problem-Based Misconception Supported Modeling Instruction
- Product Ideation in the Age of Artificial Intelligence: Insights on Design Process Through Shape Coding Social Robots
- Navigating the Intersection of Teachers’ Beliefs, Challenges, and Pedagogical Practices in EMI Contexts in Thailand
- Business Incubation Platform to Increase Student Motivation in Creative Products and Entrepreneurship Courses in Vocational High Schools
- On the Use of Large Language Models for Improving Student and Staff Experience in Higher Education
- Coping Mechanisms Among High School Students With Divorced Parents and Their Impact on Learning Motivation
- Twenty-First Century Learning Technology Innovation: Teachers’ Perceptions of Gamification in Science Education in Elementary Schools
- Exploring Sociological Themes in Open Educational Resources: A Critical Pedagogy Perspective
- Teachers’ Emotions in Minority Primary Schools: The Role of Power and Status
- Investigating the Factors Influencing Teachers’ Intention to Use Chatbots in Primary Education in Greece
- Working Memory Dimensions and Their Interactions: A Structural Equation Analysis in Saudi Higher Education
- A Practice-Oriented Approach to Teaching Python Programming for University Students
- Reducing Fear of Negative Evaluation in EFL Speaking Through Telegram-Mediated Language Learning Strategies
- Demographic Variables and Engagement in Community Development Service: A Survey of an Online Cohort of National Youth Service Corps Members
- Educational Software to Strengthen Mathematical Skills in First-Year Higher Education Students
- The Impact of Artificial Intelligence on Fostering Student Creativity in Kazakhstan
- Review Articles
- Current Trends in Augmented Reality to Improve Senior High School Students’ Skills in Education 4.0: A Systematic Literature Review
- Exploring the Relationship Between Social–Emotional Learning and Cyberbullying: A Comprehensive Narrative Review
- Determining the Challenges and Future Opportunities in Vocational Education and Training in the UAE: A Systematic Literature Review
- Socially Interactive Approaches and Digital Technologies in Art Education: Developing Creative Thinking in Students During Art Classes
- Current Trends Virtual Reality to Enhance Skill Acquisition in Physical Education in Higher Education in the Twenty-First Century: A Systematic Review
- Understanding the Technological Innovations in Higher Education: Inclusivity, Equity, and Quality Toward Sustainable Development Goals
- Perceived Teacher Support and Academic Achievement in Higher Education: A Systematic Literature Review
- Mathematics Instruction as a Bridge for Elevating Students’ Financial Literacy: Insight from a Systematic Literature Review
- STEM as a Catalyst for Education 5.0 to Improve 21st Century Skills in College Students: A Literature Review
- A Systematic Review of Enterprise Risk Management on Higher Education Institutions’ Performance
- Case Study
- Contrasting Images of Private Universities
Articles in the same Issue
- Special Issue: Disruptive Innovations in Education - Part II
- Formation of STEM Competencies of Future Teachers: Kazakhstani Experience
- Technology Experiences in Initial Teacher Education: A Systematic Review
- Ethnosocial-Based Differentiated Digital Learning Model to Enhance Nationalistic Insight
- Delimiting the Future in the Relationship Between AI and Photographic Pedagogy
- Research Articles
- Examining the Link: Resilience Interventions and Creativity Enhancement among Undergraduate Students
- The Use of Simulation in Self-Perception of Learning in Occupational Therapy Students
- Factors Influencing the Usage of Interactive Action Technologies in Mathematics Education: Insights from Hungarian Teachers’ ICT Usage Patterns
- Study on the Effect of Self-Monitoring Tasks on Improving Pronunciation of Foreign Learners of Korean in Blended Courses
- The Effect of the Flipped Classroom on Students’ Soft Skill Development: Quasi-Experimental Study
- The Impact of Perfectionism, Self-Efficacy, Academic Stress, and Workload on Academic Fatigue and Learning Achievement: Indonesian Perspectives
- Revealing the Power of Minds Online: Validating Instruments for Reflective Thinking, Self-Efficacy, and Self-Regulated Learning
- Culturing Participatory Culture to Promote Gen-Z EFL Learners’ Reading Proficiency: A New Horizon of TBRT with Web 2.0 Tools in Tertiary Level Education
- The Role of Meaningful Work, Work Engagement, and Strength Use in Enhancing Teachers’ Job Performance: A Case of Indonesian Teachers
- Goal Orientation and Interpersonal Relationships as Success Factors of Group Work
- A Study on the Cognition and Behaviour of Indonesian Academic Staff Towards the Concept of The United Nations Sustainable Development Goals
- The Role of Language in Shaping Communication Culture Among Students: A Comparative Study of Kazakh and Kyrgyz University Students
- Lecturer Support, Basic Psychological Need Satisfaction, and Statistics Anxiety in Undergraduate Students
- Parental Involvement as an Antidote to Student Dropout in Higher Education: Students’ Perceptions of Dropout Risk
- Enhancing Translation Skills among Moroccan Students at Cadi Ayyad University: Addressing Challenges Through Cooperative Work Procedures
- Socio-Professional Self-Determination of Students: Development of Innovative Approaches
- Exploring Poly-Universe in Teacher Education: Examples from STEAM Curricular Areas and Competences Developed
- Understanding the Factors Influencing the Number of Extracurricular Clubs in American High Schools
- Student Engagement and Academic Achievement in Adolescence: The Mediating Role of Psychosocial Development
- The Effects of Parental Involvement toward Pancasila Realization on Students and the Use of School Effectiveness as Mediator
- A Group Counseling Program Based on Cognitive-Behavioral Theory: Enhancing Self-Efficacy and Reducing Pessimism in Academically Challenged High School Students
- A Significant Reducing Misconception on Newton’s Law Under Purposive Scaffolding and Problem-Based Misconception Supported Modeling Instruction
- Product Ideation in the Age of Artificial Intelligence: Insights on Design Process Through Shape Coding Social Robots
- Navigating the Intersection of Teachers’ Beliefs, Challenges, and Pedagogical Practices in EMI Contexts in Thailand
- Business Incubation Platform to Increase Student Motivation in Creative Products and Entrepreneurship Courses in Vocational High Schools
- On the Use of Large Language Models for Improving Student and Staff Experience in Higher Education
- Coping Mechanisms Among High School Students With Divorced Parents and Their Impact on Learning Motivation
- Twenty-First Century Learning Technology Innovation: Teachers’ Perceptions of Gamification in Science Education in Elementary Schools
- Exploring Sociological Themes in Open Educational Resources: A Critical Pedagogy Perspective
- Teachers’ Emotions in Minority Primary Schools: The Role of Power and Status
- Investigating the Factors Influencing Teachers’ Intention to Use Chatbots in Primary Education in Greece
- Working Memory Dimensions and Their Interactions: A Structural Equation Analysis in Saudi Higher Education
- A Practice-Oriented Approach to Teaching Python Programming for University Students
- Reducing Fear of Negative Evaluation in EFL Speaking Through Telegram-Mediated Language Learning Strategies
- Demographic Variables and Engagement in Community Development Service: A Survey of an Online Cohort of National Youth Service Corps Members
- Educational Software to Strengthen Mathematical Skills in First-Year Higher Education Students
- The Impact of Artificial Intelligence on Fostering Student Creativity in Kazakhstan
- Review Articles
- Current Trends in Augmented Reality to Improve Senior High School Students’ Skills in Education 4.0: A Systematic Literature Review
- Exploring the Relationship Between Social–Emotional Learning and Cyberbullying: A Comprehensive Narrative Review
- Determining the Challenges and Future Opportunities in Vocational Education and Training in the UAE: A Systematic Literature Review
- Socially Interactive Approaches and Digital Technologies in Art Education: Developing Creative Thinking in Students During Art Classes
- Current Trends Virtual Reality to Enhance Skill Acquisition in Physical Education in Higher Education in the Twenty-First Century: A Systematic Review
- Understanding the Technological Innovations in Higher Education: Inclusivity, Equity, and Quality Toward Sustainable Development Goals
- Perceived Teacher Support and Academic Achievement in Higher Education: A Systematic Literature Review
- Mathematics Instruction as a Bridge for Elevating Students’ Financial Literacy: Insight from a Systematic Literature Review
- STEM as a Catalyst for Education 5.0 to Improve 21st Century Skills in College Students: A Literature Review
- A Systematic Review of Enterprise Risk Management on Higher Education Institutions’ Performance
- Case Study
- Contrasting Images of Private Universities