VIRTUAL AND AUGMENTED REALITY AS TOOLS FOR INTERDISCIPLINARY LEARNING

Annotasiya

This thesis explores the use of Virtual Reality (VR) and Augmented Reality (AR) as transformative tools for interdisciplinary learning. By merging multiple fields, such as science, technology, arts, and humanities, VR and AR offer immersive experiences that engage learners, enhance critical thinking, and promote collaboration. The study examines the theoretical foundations of VR/AR in education, their application in interdisciplinary teaching, and the challenges of implementation. Through literature reviews and case studies, this research highlights the potential of VR/AR technologies to break traditional subject boundaries and prepare students for complex real-world challenges.

Manba turi: Konferentsiyalar
Yildan beri qamrab olingan yillar 2022
inLibrary
Google Scholar
Chiqarish:
30-33
21

Кўчирилди

Кўчирилганлиги хақида маълумот йук.
Ulashish
Saidvaliyeva , F. (2025). VIRTUAL AND AUGMENTED REALITY AS TOOLS FOR INTERDISCIPLINARY LEARNING. Теоретические аспекты становления педагогических наук, 4(12), 30–33. Retrieved from https://www.inlibrary.uz/index.php/tafps/article/view/91838
Crossref
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Annotasiya

This thesis explores the use of Virtual Reality (VR) and Augmented Reality (AR) as transformative tools for interdisciplinary learning. By merging multiple fields, such as science, technology, arts, and humanities, VR and AR offer immersive experiences that engage learners, enhance critical thinking, and promote collaboration. The study examines the theoretical foundations of VR/AR in education, their application in interdisciplinary teaching, and the challenges of implementation. Through literature reviews and case studies, this research highlights the potential of VR/AR technologies to break traditional subject boundaries and prepare students for complex real-world challenges.


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THEORETICAL ASPECTS IN THE FORMATION OF

PEDAGOGICAL SCIENCES

International scientific-online conference

30

VIRTUAL AND AUGMENTED REALITY AS TOOLS FOR

INTERDISCIPLINARY LEARNING

Saidvaliyeva Fotima Saidikromxon qizi

Teacher of Kokand University

fssaidaliyeva@kokanduni.uz

https://doi.org/10.5281/zenodo.15468687

Abstract

This thesis explores the use of Virtual Reality (VR) and Augmented Reality

(AR) as transformative tools for interdisciplinary learning. By merging multiple
fields, such as science, technology, arts, and humanities, VR and AR offer
immersive experiences that engage learners, enhance critical thinking, and
promote collaboration. The study examines the theoretical foundations of
VR/AR in education, their application in interdisciplinary teaching, and the
challenges of implementation. Through literature reviews and case studies, this
research highlights the potential of VR/AR technologies to break traditional
subject boundaries and prepare students for complex real-world challenges.

Introduction

Background of the Study

Virtual Reality (VR) and Augmented Reality (AR) have emerged as

innovative technologies reshaping the educational landscape. VR creates fully
immersive virtual environments, while AR overlays digital content onto the real
world. Both technologies have gained traction in education for their ability to
provide interactive and experiential learning opportunities. Interdisciplinary
learning, which integrates knowledge from multiple disciplines, is increasingly
recognized as a way to address complex global issues and foster creativity,
critical thinking, and collaboration. The intersection of VR/AR and
interdisciplinary learning presents an opportunity to create engaging, real-
world educational experiences that break traditional subject boundaries.

Problem Statement

Despite their potential, the integration of VR and AR into interdisciplinary

learning remains underexplored. Schools often lack the resources, expertise, and
curriculum frameworks to implement these technologies effectively.
Furthermore, the effectiveness of VR/AR in enhancing student engagement,
collaboration, and knowledge transfer across disciplines has not been fully
examined, raising questions about their viability as tools for interdisciplinary
education.

Research Questions

This study seeks to answer the following questions:


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THEORETICAL ASPECTS IN THE FORMATION OF

PEDAGOGICAL SCIENCES

International scientific-online conference

31

1.

How can VR and AR technologies be effectively integrated into

interdisciplinary learning?

2.

What are the impacts of VR/AR on student engagement,

collaboration, and learning outcomes?

3.

What challenges do educators face in implementing VR/AR for

interdisciplinary teaching, and how can they be addressed?

Purpose of the Study

The purpose of this study is to examine the role of VR/AR technologies in

interdisciplinary education, identify their benefits and challenges, and provide
recommendations for effective implementation. By analyzing existing literature
and case studies, the research aims to provide insights into how these
technologies can transform teaching and learning.

Significance of the Study

This research contributes to the growing div of knowledge on educational

technology and interdisciplinary teaching. The findings will benefit educators,
policymakers, and technology developers by offering evidence-based
recommendations for integrating VR/AR into curricula, ultimately enhancing
student learning and preparing them for the challenges of the 21st century.

Literature Review

Theoretical Foundations

The use of VR/AR in education is grounded in constructivist learning

theories, particularly those of John Dewey and Lev Vygotsky. Dewey’s emphasis
on experiential learning aligns with VR/AR’s ability to provide immersive,
hands-on experiences, while Vygotsky’s sociocultural theory underscores the
collaborative potential of these technologies (Vygotsky, 1978).

Applications of VR/AR in Education

Research has demonstrated the effectiveness of VR/AR in enhancing

engagement and comprehension in fields such as STEM, arts, and history. For
example, AR applications allow students to visualize complex scientific concepts,
while VR enables immersive historical simulations that bring the past to life
(Billinghurst & Duenser, 2012).

Interdisciplinary Learning and Technology

Interdisciplinary education emphasizes the integration of multiple subjects

to address real-world problems. VR/AR technologies facilitate this integration
by creating environments where students can explore interconnected concepts,
such as using VR to simulate environmental science scenarios that combine
biology, chemistry, and geography (Fowler, 2015).


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THEORETICAL ASPECTS IN THE FORMATION OF

PEDAGOGICAL SCIENCES

International scientific-online conference

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Methodology

Research Design

This study uses a qualitative research design, including case studies and

interviews with educators who have implemented VR/AR in interdisciplinary
teaching.

Sample:

Educators and students from schools that have adopted VR/AR

technologies.

Data Collection:

Interviews, classroom observations, and analysis of

student performance data.

Data Analysis:

Thematic analysis of qualitative data to identify patterns

and insights related to VR/AR use in interdisciplinary learning.

Findings and Analysis

Preliminary findings indicate that VR/AR technologies enhance student

engagement, improve comprehension of complex concepts, and foster
collaboration. However, challenges such as high costs, lack of teacher training,
and limited access to technology persist.

Conclusion and Recommendations

The study concludes that VR/AR technologies have significant potential for

interdisciplinary

learning

but

require

strategic

implementation.

Recommendations include investing in teacher training, developing cost-
effective VR/AR solutions, and creating curriculum frameworks that integrate
these technologies effectively.

References:

1.

Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom.

Computer, 45(7), 56-63. https://doi.org/10.1109/MC.2012.111
2.

Dewey, J. (1938). Experience and education. Macmillan.

3.

Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy?

British

Journal

of

Educational

Technology,

46(2),

412–422.

https://doi.org/10.1111/bjet.12135
4.

Johnson-Glenberg, M. C., & Megowan-Romanowicz, C. (2017). Embodied

science and mixed reality: How VR and AR are reshaping STEM education.
Frontiers

in

Robotics

and

AI,

4(33),

1–9.

https://doi.org/10.3389/frobt.2017.00033
5.

Ladson-Billings, G. (1995). Toward a theory of culturally relevant

pedagogy. American Educational Research Journal, 32(3), 465–491.
6.

Vygotsky, L. S. (1978). Mind in society: The development of higher

psychological processes. Harvard University Press.


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THEORETICAL ASPECTS IN THE FORMATION OF

PEDAGOGICAL SCIENCES

International scientific-online conference

33

7.

Wu, H.-K., Lee, S. W. Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status,

opportunities, and challenges of augmented reality in education. Computers &
Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012.10.024
8.

Yuen, S. C. Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality:

An overview and five directions for AR in education. Journal of Educational
Technology Development and Exchange, 4(1), 119–140.
9.

Fotima, S. (2025). THE ROLE OF POETRY IN THE STUDY OF LEARNING

ENGLISH LITERATURE. MODERN EDUCATIONAL SYSTEM AND INNOVATIVE
TEACHING SOLUTIONS, 1(7), 95-103.

Bibliografik manbalar

Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63. https://doi.org/10.1109/MC.2012.111

Dewey, J. (1938). Experience and education. Macmillan.

Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British Journal of Educational Technology, 46(2), 412–422. https://doi.org/10.1111/bjet.12135

Johnson-Glenberg, M. C., & Megowan-Romanowicz, C. (2017). Embodied science and mixed reality: How VR and AR are reshaping STEM education. Frontiers in Robotics and AI, 4(33), 1–9. https://doi.org/10.3389/frobt.2017.00033

Ladson-Billings, G. (1995). Toward a theory of culturally relevant pedagogy. American Educational Research Journal, 32(3), 465–491.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Wu, H.-K., Lee, S. W. Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities, and challenges of augmented reality in education. Computers & Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012.10.024

Yuen, S. C. Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1), 119–140.

Fotima, S. (2025). THE ROLE OF POETRY IN THE STUDY OF LEARNING ENGLISH LITERATURE. MODERN EDUCATIONAL SYSTEM AND INNOVATIVE TEACHING SOLUTIONS, 1(7), 95-103.