Table Of Contents


Thesis Abstract

Abstract
The research project aims to investigate the impact of virtual reality (VR) technology on educational outcomes in higher education settings. Virtual reality has gained significant attention in recent years due to its potential to revolutionize teaching and learning experiences. This study seeks to explore how the integration of VR tools in higher education can enhance student engagement, motivation, and knowledge retention. The research will employ a mixed-methods approach, combining quantitative data analysis with qualitative methods such as interviews and surveys. The quantitative analysis will focus on comparing academic performance and retention rates between students who received traditional instruction and those who experienced VR-enhanced lessons. The qualitative aspect will involve gathering feedback from students and instructors regarding their experiences with VR technology in the classroom. The study will be conducted at a large public university, involving undergraduate students from various disciplines. Participants will be randomly assigned to either a traditional classroom or a VR-enhanced learning environment. Data will be collected throughout the semester, including pre- and post-assessment scores, survey responses, and interview transcripts. The findings of this research are expected to provide valuable insights into the effectiveness of VR technology as a tool for improving educational outcomes in higher education. By examining student performance, engagement levels, and feedback from both students and instructors, this study aims to shed light on the benefits and challenges of integrating VR into the curriculum. The implications of this research are significant for educators, policymakers, and technology developers interested in enhancing the quality of higher education. Understanding how VR can influence student learning outcomes can inform the design of future educational technologies and pedagogical approaches. Additionally, the study may contribute to the growing body of literature on the use of immersive technologies in educational settings. Overall, this research project seeks to contribute to the ongoing dialogue on the role of VR in higher education and its potential to transform teaching and learning practices. By examining the impact of VR technology on student engagement, motivation, and knowledge retention, this study aims to provide practical recommendations for educators looking to integrate immersive technologies into their classrooms.

Thesis Overview

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