Virtual Technologies in the Educational Space: Pros and Cons
S. M. Kurbatova
1,2 a
, L. Yu. Aisner
1b
and S. D. Krasnousov
2c
1
krasnoyarsk State Agrarian University, Krasnoyarsk, Russia
2
Siberian Federal University, Krasnoyarsk, Russia
Keywords: Virtual Reality, Education System, Learning Technologies, VR / AR Technologies, VR Training, VR Formats.
Abstract: The global nature of the digitalization process, which is actively spreading across the planet, erases spatial
boundaries and pushes the time frame, allowing its participants to "reach" the necessary information. And an
increasing variety of technologies used in this process allows reaching great heights. Thus, the development
of VR / AR technologies allows creating virtual reality, providing the full effect of immersion in it for
maximum familiarization with the information field. Such opportunities, adjusted to specific mechanisms,
have received a number of directions for their further development: scientific, applied, etc. One of these areas
was the use of VR / AR technologies in the learning process in general, and in the educational system in
particular.
1 INTRODUCTION
The evolution of society and the state determines the
development of their individual industries and
institutions. And, on the contrary, developing specific
spheres of life affect the development of society and
the state as a whole. The process of digitalization,
which is happening everywhere at the present time,
on the one hand, introduces humanity to it, and on the
other - affects humanity itself, setting it a vector of
development (Sosnilo and Ustyuzhanina, 2019). And
this is nothing more than the essence of the learning
process, since all these processes are associated with
the acquisition of new knowledge and skills for their
application. Nevertheless, the constant immersion of
people in the world of gadgets prevents their
involvement in activities that lead to the formation of
personality (Koreneva., Lutoshkina, Maksimov,
Yatsenko and Rakhinsky, 2020). Moreover, the
training can be very diverse (Kurbatova and
Naumkina, 2019):
self-learning (Ivanko and Romanchuk E, 2019)
(and primarily through applications-from
simple and interactive forms (Sagimbayeva,
Moldakhmetova, Kurmanayeva, Tazhitova,
Kassymbekova, Smagulova, Tusselbayeva,
a
https://orcid.org/0000-0001-8518-9233
b
https://orcid.org/0000-0002-7093-4162
c
https://orcid.org/0000-0003-0583-1770
Tussupova and Ustelimova, 2018), for
example, applications for learning foreign
languages LinuaLeo, Memrise, etc.
training at the level of specific companies. For
example, KFC created a 25-minute VR game,
the purpose of which was to train employees in
the process of cooking chicken according to
special rules (KFC's New Virtual Reality
Training Video), the example of which was
followed by UPS, Farmers Insurance, and
others;
training in sectors. For example, the digital
transformation of the banking sector, where
today mobile and online banking are perceived
by bank customers no longer as an additional
service, but as an element of the usual activities
of credit institutions.
in the spheres. In particular, in the sphere of
education (Kašparova, 2014), software
developments are already used, which are
based on virtual reality tools
(device+software).
Modern education is a purposeful, orderly
activity, primarily for the transfer of knowledge to
students and the formation of their skills for their use
and application (Kudashov, Chernykh, Yatsenko,
536
Kurbatova, S., Aisner, L. and Krasnousov, S.
Virtual Technologies in the Educational Space: Pros and Cons.
DOI: 10.5220/0010671500003223
In Proceedings of the 1st International Scientific Forum on Sustainable Development of Socio-economic Systems (WFSDS 2021), pages 536-542
ISBN: 978-989-758-597-5
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Grigoreva, Pfanenshtil and Rakhinsky, 2017). The
process of digitalization of education and the
development of VR / AR technologies is of particular
interest from the point of view of its immersion in
virtual worlds, which can be observed already at the
present time.
2 MATERIALS AND METHODS
The purpose of the study is to consider the specifics
of virtual reality forms through the prism of the
education system, where VR technologies are used as
educational technologies.
The objectives of the study are to study this issue
from two opposite points of view: pros and cons,
since the process of introducing elements of virtual
reality into the educational space has both positive
and negative sides. Accordingly, their
implementation in the educational process is
impossible without studying all possible
consequences (both positive and negative) on the
physical and mental health of students, on the
effectiveness of educational programs using VR
technologies.
The purpose and objectives determined the
research methodology. Taking into account the
innovative nature of virtual technologies and their
prevalence in different spheres of society
(Zuckerberg, 2017; Trachuk, Linder, 2017), as well
as their importance in the educational sphere for the
formation of personality (Aisner
and Trashkova,
2017), it is necessary to pay special attention to their
application.
Accordingly, it is necessary to use an objective
approach to the study of this issue. Within the
framework of this work, based on the set goals and
objectives, general scientific methods of cognition
were used the study of information sources,
questioning, observation, logical analysis of the
received information, deduction, induction,
abstraction.
Issues related to various innovative and
information-technological aspects of the education
process have repeatedly become the subject of study
and research (Ageenko and Dorofeeva, 2017).
However, due to the fact that virtual reality is a young
direction in the field of scientific and technical
technologies (Chalmers, Howard and Moir, 2009;
Lanier, 2007; Song, Borton, Park, Patterson, Bull,
Laiwalla, Mislow, Simeral, Donoghue and
Nurmikko, 2009; Robles-De-La-Torre G, 2006), and
in the educational sphere its implementation is still at
the stage of formation, this topic is only beginning to
become the subject of relevant scientific research
(Monaha, 2006; Thakral, Manhas and Kumar, 2010;
Selivanov and Selivanova, 2014; Erokhin, 2015;
Uvarov, 2018; Golokhvast, Dokuchaev, Sergievich,
Smirnov, Tumyalis and Good, 2019).
3 RESULTS
Virtual reality (VR) is a well defined, albeit
artificial world created by specialists using technical
means, information technology and computing
power, in which, in 3d mode, from the first person,
you can both observe what is happening around you,
and take a direct virtual part in it, interacting with the
results of your activities. This world allows you to
create a variety of situations, phenomena and places;
it can simulate any process and immerse any person
in it. This requires appropriate technical equipment –
systems of image, sound, simulation of tactile
sensations, control, direct connection to the nervous
system, but at least virtual reality glasses (or helmet)
and controllers (Sdelnikova, Shkiranda and Bagaeva,
2015).
At the same time, we can talk about different
formats of VR education (Postoyev, 2020):
Table 1: Formats of VR education.
VR education format VR education
Technolo
g
ies
full-time education, when VR
technologies are added to the
traditional forms of the
educational process,
immersing students for 5-7-10
... minutes in the virtual s
p
ace
virtual reality
(VR), based on the
technology of full
immersion in a
three-dimensional
virtual space
distance education, which is
most open to the wide use of
VR technologies, given the
fact that it is already initially
based on the remote mode of
interaction through various
information technolo
g
ies
augmented reality
(AR), which adds
virtual objects to
reality
self-education mixed reality(
MR), when the
learning process is
based on the use of
VR and AR
technolo
g
ies
Of course, an important preparatory stage for the
introduction of VR technologies into the educational
process was the transition of educational institutions
to the technologies of the electronic educational
environment (although 10 years ago many of them
Virtual Technologies in the Educational Space: Pros and Cons
537
were little used, or even completely inaccessible),
solving the issues of the information component of
the problem of personality formation (Trashkova,
2018, Zinina, Dalisova and Olentsova, 2020,
Sultanova and Nigmatova, 2020).
The authors of the study conducted a survey
among 50 teachers of humanities working in
universities in Siberia, Khakassia and the Far East and
concluded that the currently widely used technologies
of the electronic educational environment included:
electronic and interactive whiteboards; multimedia
classrooms / computer classes; distance learning
technologies; the information system of the university
and the electronic information security of specific
disciplines; an electronic journal; information and
technological means of collaboration (e-mail,
personal accounts on the university portal, mobile
phones, messengers, programs for remote
communication-Skype, Zoom, etc.); cloud services;
web conferences, etc. With interest and willingness to
use VR technologies in teaching their disciplines,
28% of respondents are ready (despite the fact that
most of them belonged to the age group under 35
years); 46 % - generally positive, but subject to a
number of conditions (that there will be appropriate
methodological support, the safety of these
technologies will be guaranteed, etc.); 12 % - against
(mainly due to the risk of impact on the psyche and
health in general); 14 % found it difficult to answer
(do not see such technical possibilities at the moment
and in the near future; they have a poor understanding
of the essence of virtual reality in general and how it
could be used in teaching their particular disciplines).
The presence of doubts when using VR
technologies in the educational process indicates the
lack of information support for this issue and sets the
task of conducting appropriate research in this
direction. As for the general analysis of the factors
influencing the possibility of using VR technologies
as educational technologies, they can be grouped into
two components: "pros" and "cons".
4 DISCUSSION
4.1 Virtual Reality in Education:
PROS
The positive aspects of the widespread introduction
of VR technologies in the educational process include
the following:
Inclusiveness. A distinctive feature of virtual
reality is that it can affect all five human senses,
reacting to their actions and movements. Thus,
a three-dimensional image is recreated by the
operation of a special helmet that reacts to the
movements of the user's head. Special displays
and virtual reality rooms activate stereoscopic
vision, immersing the participant in the process
inside a three-dimensional object, which also
changes depending on the position of the body
and the movement of the user's eyes. All this
leads to the fact that all types of memory begin
to work, and, as a result, to the best
memorization of perceived information, which
is also facilitated by the emotions received from
all this, which the person experiences
(Nadyseva, 2019). At the same time, it should
be recognized that in our time of high
technology, the use of such outdated "teaching
methods as information stands, slates and
interactive whiteboards, layouts, signs, etc., in
our modern world are boring, uninteresting and
beloved manuals" (Smirnova,1998).
Visual quality. Virtual reality allows you to
visually perceive what a limited amount of
descriptive texts in textbooks and book
illustrations can provide. While through VR
immersion, students can travel to the past, go to
the Moon or Mars, find themselves in the
middle of a desert or on top of a mountain,
including in places that did not exist and do not
exist at all.
Interactivity. VR-space allows not only to
observe actions, but also to take a direct part in
them, from the first person in 3D mode, which
also contributes to the memorization of
information and determines the specifics of
perception by students (Nurtdinova, Gureev and
Krutskaya, 2018).
Cost-effectiveness. Virtual reality allows saving
time and money for the implementation of
certain virtual projects in reality, despite the fact
that once created an interactive model of virtual
reality can be used many times in the future.
Safety. Virtual reality is irreplaceable from the
point of view of physical safety and labor
protection requirements of its participants.
Flights, dives, battles and other simulation
situations do not pose a threat of harm to the life
and health of students (at least in the present and
foreseeable future: it is possible that in the
future virtual technologies will reach a level
where the harm caused in virtual space will be
projected on the body of a person immersed in
it in real reality) (Fedorova, 2018).
Thus, the use of virtual reality as educational
technologies allows us to bring the educational
WFSDS 2021 - INTERNATIONAL SCIENTIFIC FORUM ON SUSTAINABLE DEVELOPMENT OF SOCIO-ECONOMIC SYSTEMS
538
process to a new, higher-quality level (Mamedova,
2016), activating the cognitive activity of students,
increasing its stimulating component (Surmenko,
2003).
4.2 Virtual Reality in Education:
CONS
The unreality of virtual reality. Virtual reality, no
matter how real it may be, is still an illusion. The
illusory nature of what is happening can introduce
disorientation into the spatial and temporal–
orientation characteristics of the student, which in the
future may make it difficult to return to reality, to
become an "ordinary" person again in an ordinary
society (Aisner and Naumov, 2020).
There is concern about the possible risks to the
psyche of the participant of VR technologies.
Due to the lack of knowledge about the experience
and consequences of immersion in VR worlds, there
is not enough information about the possible effects
on the physical and physiological processes and the
state of the body of the participants. So, there are
complaints of users of VR technologies about
malaise, nausea and headache after a certain time
spent in virtual reality, the reason for which is usually
the difference in image quality and in time between
turning the head and displaying a new picture of
virtual reality. To eliminate this problem, it is
important to use high-quality technical means (Elesin
and Feshchenko, 2016).
Relationship with the real world. First, the
materials of the virtual world that are used in the
educational process, this is the essence of the
perception of models of the real world. Accordingly,
before diving into VR, students must gain a certain
level of knowledge within the real educational
process. Secondly, it is necessary to understand that
the use of VR technologies in the study of disciplines
should be balanced and reasonable, for example, it is
one thing to use them in the study of such sciences as
geography, biology, chemistry, history, medicine,
physics, but another thing is mathematics and law.
Any model, even if it is a virtual reality model, has
its own limitations and assumptions. And these
technologies will not be able to replace real practice.
They only help to prepare for it as much as possible.
Creating VR models is a complex technological
and financially costly process. Specialists in the field
of creating virtual reality projects are very much in
demand in the labor market. Modern education is
trying to meet the needs of the market: there are new
specialties in universities; various training courses are
being developed that allow mastering the relevant
competencies.
New educational programs of a comprehensive
nature are also being formed, which should promote
the introduction of digitalization processes in
different professions. For example, since 2019, the
National Research University "Moscow Institute of
Electronic Technology" has started recruiting for the
specialty "Legal Support of National Security", which
is focused on training specialists in the field of
jurisprudence focused on combating cybercrime in
various spheres and forms of its manifestation
(Bertovsky, 2020).
The high cost of the product for many potential
buyers. In the complete set of a modern complex for
the use of VR technologies, at least the following are
required:: Software with a virtual workspace, a
powerful system unit, an LCD monitor, a keyboard, a
mouse manipulator, a virtual reality helmet (for
example, Oculus Rift CV1), controllers that
determine the position and actions of hands (for
example, Oculus Touch) (Petkova and Ehrsson,
2009). And although there are budget options (for
example, virtual reality glasses (Shevchenko and
Kochkin, 2018), their use will significantly reduce the
opportunities that give value to VR technologies
(Suvorov, 2013).
The unwillingness of educational institutions
(potential clients) to use the new opportunities
provided by VR technologies (Ivanova, 2018) in the
educational process: conservative views and
unwillingness / unwillingness to change; lack of
understanding of how and where these technologies
could be used; resistance of the teaching staff, who
may have to retrain, undergo various types of
advanced training, etc. training, and other reasons.
Legal problems: issues of the use of intellectual
property and its protection (Shtyrov and Bertovsky,
2007), ensuring information security (Bertovsky and
Sembekova, 2019), introduction of information
technologies in the education system (Trashkova and
Aisner, 2017), etc.
Currently, against the background of modern
global changes, the need for its own development
path is recognized, which fully reflects the national
model of modernization of education, taking into
account local socio-cultural traditions (Pfanenshtil,
Yatsenko, Kudashov, Mongush and Rakhinsky,
2019).
4.3 Survey Results
The authors of this article, having many years of
experience in the education system, actively
Virtual Technologies in the Educational Space: Pros and Cons
539
participating in scientific and educational activities,
regularly exchange experience among themselves
and with their colleagues. Being open to innovative
processes, including understanding the possibilities
of virtual technologies, the authors are supporters of
the use of scientific achievements that increase the
effectiveness of educational activities, in this case
virtual technologies. Having interest in the opinion of
colleagues on this issue, the authors conducted a
survey among the representatives of the teaching staff
of their universities regarding the readiness and
openness of their teachers to use virtual technologies
in educational activities.. The following results were
obtained.
The analysis of the received answers allowed us
to identify the following 4 groups of teaching staff
regarding the introduction of virtual technologies in
the process of teaching disciplines:
open and ready for innovative processes for the
use of virtual technologies;
ready for innovative processes on the use of
virtual technologies;
allowing innovative processes for the use of
virtual technologies;
wary of innovative processes for the use of
virtual technologies.
At the same time, the relationship between the
belonging of a person of a certain age group to the
corresponding category is obvious.
5 CONCLUSION
Despite the fact that there are more factors in the
"cons" group, this does not mean that the answer to
the question: "Virtual technologies in education: pros
or cons" will be negative. It is necessary to proceed
from reality, and it is such that the process of
introducing VR technologies into the educational
process has begun (Zadoya, 2007).
At the present time, when the requirements for the
quality of graduate training are constantly increasing,
due to the increasing requirements for employees in
the labor market (Agapova, Aisner and Naumov,
2019) there is a further development of the process of
global informatization and the development of
information technologies, which include VR
technologies. The different formats of their
application in education, as well as the fact that the
use of virtual reality allows you to use in educational
activities such opportunities that in reality would be
either unrealizable or very expensive in various
indicators, makes their use more and more promising.
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