“…The literature also highlights the potentials that VR offers in the subject of MB. The most important are: (a) the development of the sense of spatial presence, attributed to the high-fidelity representations, which increases the incentives to explore the scientific phenomena in greater depth (Blikstein et al, 2016), (b) the integration of game-based activities to present and communicate information related to complex structural elements and factual processes, attributed to the ludic and playful nature that such environments inherently have, which increases the retention and transfer of the constructed scientific knowledge (Wang et al, 2019), (c) the augmentation of the experimental activities, attributed to the multimodal interaction that the specialised apparatus offers, which increases the incentives for engagement (Uz-Bilgin & Thompson, 2021), and (d) the conduct of high-end simulated laboratory activities, attributed to the technical capabilities that modern VR platforms offer, which greatly enhance learners' cognitive and problem-solving skills (Wu et al, 2021). Some of the above-mentioned studies (eg, Uz-Bilgin & Thompson, 2021;Wu et al, 2021) have also identified the added-value of stereoscopic 360° VR in MB for the following reasons: (a) the high-representational fidelity (eg, 3D depth, dynamic movements) enables learners to develop spatial awareness and experience the sense of presence; both of these elements have been widely attributed to improving knowledge acquisition and disciplinary understanding, (b) the observational narrative of scientific phenomena or situations enables learners to interpret information in a more diverse and logical way with a lower cognitive/mental effort and (c) instructional activities that take place in such environments enable teachers to communicate abstract concepts that often request that students utilise their critical thinking and analytical skills.…”