Virtuális valóság alkalmazhatósága az oktatásban

The applicability of virtual reality in education

Authors

  • SCHIFLER Patricia-Vivien
  • KOVÁCS Lehel István
  • BUJDOSÓ Gyöngyi

Keywords:

virtual reality, simulation-based learning, gamification, serious games, competency development, /, virtuális valóság, szimulációs tanulás, gamifikáció, komoly játékok, kompetenciafejlesztés

Abstract

Nowadays, virtual reality (VR) is becoming increasingly prevalent in education; however, its wide-spread institutional adoption is limited by the need for specialised hardware. This article examines the applicability of VR in education, taking into account non-traditional VR systems such as video games, and analyses the serious game “ScoutCamp” as a case study. The system’s effectiveness is supported by the results of a two-phase empirical study, which found that the overwhelming majority of the target group were open to game-based learning, and that measured skill confidence improved in all areas examined.

Kivonat
Napjainkban a virtuális valóság (VR) egyre nagyobb teret nyer az oktatásban, azonban széleskörű in-tézményi alkalmazását a speciális hardverigény korlátozza. Ezen cikk a VR oktatási alkalmazhatóságát vizsgálja, figyelembe véve olyan nem hagyományos VR rendszereket is, mint a videójátékok, esettanulmányként a ScoutCamp nevű komoly játékot elemezve. A rendszer hatékonyságát egy kétfázisú empirikus vizsgálat eredményei támasztják alá, amelyek szerint a célcsoport túlnyomó többsége nyitott a játékalapú tanulásra, és a mért készségmagabiztosság minden vizsgált területen javult.

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Published

2026-10-15