2021
DOI: 10.1051/e3sconf/202127312076
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Virtual reality as a main basis for forming modern educational technologies

Abstract: In the work from the position of modern pedagogical science, a number of difficulties (risks) associated with the use of virtual reality for educational purposes are considered. The practical significance of the results lies in solving the problem under study, which formulates general provisions on the specifics of VR as a method and means of education, notes the growth of digital educational technologies and the wide potential for their application in the future. Virtual reality in education is used as the in… Show more

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Cited by 3 publications
(1 citation statement)
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“…At the second stage of the study, the idea was experimentally implemented that it is possible to increase the level of students' interest in aquaculture, in general, as well as in its objects and products, if the didactic potential of a computer game is actively used [6]. An analysis of modern foreign practice of implementing gaming technologies in the educational process has shown that in European countries [7] and in the countries of the Arab East, didactic material in printed form has been accumulated [8], and thematic computer games have been developed and actively used [9,10,11].…”
Section: Resultsmentioning
confidence: 99%
“…At the second stage of the study, the idea was experimentally implemented that it is possible to increase the level of students' interest in aquaculture, in general, as well as in its objects and products, if the didactic potential of a computer game is actively used [6]. An analysis of modern foreign practice of implementing gaming technologies in the educational process has shown that in European countries [7] and in the countries of the Arab East, didactic material in printed form has been accumulated [8], and thematic computer games have been developed and actively used [9,10,11].…”
Section: Resultsmentioning
confidence: 99%