The use of information technology achievements, such as artificial intelligence and cloud technologies for learning, programming, training, and e-sports, is an effective and acceptable solution intended to improve the attractiveness, quality, and accessibility of modern education.
Within this context, VR/AR technologies in a mixed or separate form can be integrated into any of the above technological solutions, expanding their training capabilities.
The poor understanding of the impact of virtual reality on the development of digital society and education, the insufficient study of the VR/AR possibilities for learning, the lack of proven and established methods to use VR/AR in the educational process causes problems and concerns regarding their implementation for learning in educational institutions, including secondary schools. These problems relate to the health and safety, psycho-emotional and social well-being of students, the reliability of the quality of knowledge and practical skills, and other open questions concerning the readiness of the school and teachers to implement the VR/AR technology at school education.
The goals are to provide a methodological justification for the use of VR/AR in educational processes, to determine approaches and principles of their application in secondary schools considering both psychological and pedagogical and technological aspects of learning, and to develop a framework methodology to use VR/AR in the school education.
It is expected that the results of this research forming a methodological and technological learning platform using VR/AR technology will contribute to the development of figurative, spatial, computational thinking of students. At the same time, the VR/AR technology use for three-dimensional visualization of teaching materials will change the technology to develop and demonstrate visual materials that will raise the education and training system to a new level, change the attitude of students and trainers towards the learning process, and complement with new facets and vision of the learning process.