The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis
Virtual reality (VR) is a transformative educational tool that addresses challenges in student engagement, inclusivity, and learning outcomes. By creating immersive and interactive learning environments, VR enhances motivation, critical thinking, and skill acquisition, particularly in STEM (Science,...
| Main Authors: | , , , , , , |
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| Format: | Article |
| Language: | English |
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Indonesian Society for Knowledge and Human Development
2025
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| Online Access: | https://umpir.ump.edu.my/id/eprint/45899/ |
| _version_ | 1848827522596208640 |
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| author | Nor Hannani Izzati, Abdullah Eh Phon, Danakorn Nincarean Nor Saradatul Akmar, Zulkifli Nur Afiqah, Sahadun Nur Ariffin, Mohd Zin Azizah, Mohamad Andek Nurul Haziqah, Andek Jelantek |
| author_facet | Nor Hannani Izzati, Abdullah Eh Phon, Danakorn Nincarean Nor Saradatul Akmar, Zulkifli Nur Afiqah, Sahadun Nur Ariffin, Mohd Zin Azizah, Mohamad Andek Nurul Haziqah, Andek Jelantek |
| author_sort | Nor Hannani Izzati, Abdullah |
| building | UMP Institutional Repository |
| collection | Online Access |
| description | Virtual reality (VR) is a transformative educational tool that addresses challenges in student engagement, inclusivity, and learning outcomes. By creating immersive and interactive learning environments, VR enhances motivation, critical thinking, and skill acquisition, particularly in STEM (Science, Technology, Engineering, and Mathematics), healthcare, and engineering disciplines. Its strengths include personalized and gamified experiences that enhance accessibility for students with diverse needs, including those from marginalized and disabled backgrounds. However, VR adoption faces significant barriers, such as technical issues, motion sickness, hardware malfunctions, high costs, and reliance on robust infrastructure, particularly in under-resourced environments. Educator reluctance, driven by a steep learning curve and pedagogical uncertainty, further hinders integration. This study aims to examine the strengths, weaknesses, opportunities, and threats (SWOT) associated with virtual reality (VR) in education, providing a detailed overview. SWOT, a descriptive framework developed in the 1960s for business planning, facilitates a precise analysis by classifying internal strengths and weaknesses alongside external opportunities and threats, making it the preferred tool for this study. Its practical use extends to fields such as engineering, medicine, biology, physics, chemistry, sports, music, and the arts, enabling insights into educational technologies. Despite challenges, VR offers opportunities such as scalability, interdisciplinary applications, and remote learning. Advances in affordable VR systems and hybrid virtual-augmented technologies hold promise for enhancing engagement and learning outcomes across diverse educational environments. A SWOT analysis highlights the potential of VR to address financial constraints and institutional opposition, while also improving inclusivity. Future studies should prioritize long-term evaluations and cost-efficient solutions, ensuring scalable and equitable adoption in education. |
| first_indexed | 2025-11-15T04:02:03Z |
| format | Article |
| id | ump-45899 |
| institution | Universiti Malaysia Pahang |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-15T04:02:03Z |
| publishDate | 2025 |
| publisher | Indonesian Society for Knowledge and Human Development |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | ump-458992025-10-14T04:58:20Z https://umpir.ump.edu.my/id/eprint/45899/ The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis Nor Hannani Izzati, Abdullah Eh Phon, Danakorn Nincarean Nor Saradatul Akmar, Zulkifli Nur Afiqah, Sahadun Nur Ariffin, Mohd Zin Azizah, Mohamad Andek Nurul Haziqah, Andek Jelantek QA75 Electronic computers. Computer science T Technology (General) Virtual reality (VR) is a transformative educational tool that addresses challenges in student engagement, inclusivity, and learning outcomes. By creating immersive and interactive learning environments, VR enhances motivation, critical thinking, and skill acquisition, particularly in STEM (Science, Technology, Engineering, and Mathematics), healthcare, and engineering disciplines. Its strengths include personalized and gamified experiences that enhance accessibility for students with diverse needs, including those from marginalized and disabled backgrounds. However, VR adoption faces significant barriers, such as technical issues, motion sickness, hardware malfunctions, high costs, and reliance on robust infrastructure, particularly in under-resourced environments. Educator reluctance, driven by a steep learning curve and pedagogical uncertainty, further hinders integration. This study aims to examine the strengths, weaknesses, opportunities, and threats (SWOT) associated with virtual reality (VR) in education, providing a detailed overview. SWOT, a descriptive framework developed in the 1960s for business planning, facilitates a precise analysis by classifying internal strengths and weaknesses alongside external opportunities and threats, making it the preferred tool for this study. Its practical use extends to fields such as engineering, medicine, biology, physics, chemistry, sports, music, and the arts, enabling insights into educational technologies. Despite challenges, VR offers opportunities such as scalability, interdisciplinary applications, and remote learning. Advances in affordable VR systems and hybrid virtual-augmented technologies hold promise for enhancing engagement and learning outcomes across diverse educational environments. A SWOT analysis highlights the potential of VR to address financial constraints and institutional opposition, while also improving inclusivity. Future studies should prioritize long-term evaluations and cost-efficient solutions, ensuring scalable and equitable adoption in education. Indonesian Society for Knowledge and Human Development 2025-06 Article PeerReviewed pdf en cc_by_sa_4 https://umpir.ump.edu.my/id/eprint/45899/1/The%20Impact%20of%20Virtual%20Reality%20on%20Student%20Engagement%20and%20Learning%20Outcomes%20in%20Technological%20Learning%20Environment%20.pdf Nor Hannani Izzati, Abdullah and Eh Phon, Danakorn Nincarean and Nor Saradatul Akmar, Zulkifli and Nur Afiqah, Sahadun and Nur Ariffin, Mohd Zin and Azizah, Mohamad and Andek Nurul Haziqah, Andek Jelantek (2025) The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis. International Journal on Advanced Science, Engineering and Information Technology, 15 (3). pp. 708-717. ISSN 2088-5334. (Published) https://doi.org/10.18517/ijaseit.15.3.12654 |
| spellingShingle | QA75 Electronic computers. Computer science T Technology (General) Nor Hannani Izzati, Abdullah Eh Phon, Danakorn Nincarean Nor Saradatul Akmar, Zulkifli Nur Afiqah, Sahadun Nur Ariffin, Mohd Zin Azizah, Mohamad Andek Nurul Haziqah, Andek Jelantek The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis |
| title | The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis |
| title_full | The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis |
| title_fullStr | The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis |
| title_full_unstemmed | The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis |
| title_short | The impact of virtual reality on student engagement and learning outcomes in technological learning environment – A SWOT analysis |
| title_sort | impact of virtual reality on student engagement and learning outcomes in technological learning environment – a swot analysis |
| topic | QA75 Electronic computers. Computer science T Technology (General) |
| url | https://umpir.ump.edu.my/id/eprint/45899/ https://umpir.ump.edu.my/id/eprint/45899/ |