DIGITAL LIBRARY
TRANSFORMING HIGHER EDUCATION TEACHING THROUGH THE INTEGRATION OF VIRTUAL AND AUGMENTED REALITY
1 University of Limassol (CYPRUS)
2 University of Nicosia (CYPRUS)
About this paper:
Appears in: INTED2024 Proceedings
Publication year: 2024
Pages: 2604-2612
ISBN: 978-84-09-59215-9
ISSN: 2340-1079
doi: 10.21125/inted.2024.0728
Conference name: 18th International Technology, Education and Development Conference
Dates: 4-6 March, 2024
Location: Valencia, Spain
Abstract:
Higher Education (HE) institutions have been undergoing a profound transformation driven by emerging technologies and advancements in recent years. This transformation could be supported and promoted through Virtual Reality (VR) and Augmented Reality (AR) integration as a teaching tool in the HE curriculum. VR/AR hold the potential to provide students with hands-on experiences, enhance the acquisition of complex concepts, foster critical thinking skills, and prepare them for real-world challenges. Despite the paramount importance of digitalisation, the use and effective incorporation of tools like VR/AR into HE courses are currently limited to sporadic actions by university institutions. The integration of VR could significantly enhance the development of learners' soft skills, including critical thinking, problem-solving, adaptability, creativity, self-motivation, and leadership. Therefore, their effective inclusion in HE curricula will contribute to enhancing learners' 21st-century skills, preparing them to adapt to the increasing demands of the labour market.

This research explores the critical role of VR/AR in reshaping the educational experience within HE institutions, examining its impact on pedagogical practices, student engagement, and learning outcomes. By creating an interactive gamified e-learning environment, we aim to build the competencies of HE staff (academics, lecturers, instructors) in integrating VR/AR practices in the design and delivery of courses. For this purpose, an e-learning platform (MOOC) was developed with a focus on the significant issues and topics of integrating VR/AR in HE and is fully aligned with EU policies and HE needs. The environment includes six interactive modules with hands-on VR/AR activities and digital learning resources to empower academics to integrate VR/AR into their teaching practice and acquire the necessary skills and competencies for effective use.

To ensure the quality and appropriateness of the material developed, HE staff user-tested and validated the whole platform through an online survey and focus groups. The results highlighted the importance of VR/AR in improving and modernising the HE courses by integrating cutting-edge technologies. Participants pointed out some critical considerations on the effective use of VR/AR tools in HE learning and teaching, providing valuable insights for improving the quality of the platform. The study contributes to the discourse on the future of education by shedding light on the potential of VR/AR to revolutionise HE practices, offering opportunities to respond to labour market needs.
Keywords:
Virtual Reality, Augmented Reality, Higher Education, Curriculum, Digital Transformation, Pedagogy, Student Engagement, Immersive Learning.