From users to creators
Design and evaluation of a VR professional development program for educators
Bibliographic Data
| ID | 21538482 |
|---|---|
| Authors | Ali Geri̇ş (0000-0003-2136-5490, Manisa Celal Bayar University, corresponding author), Baris Cukurbasi (0000-0002-2856-2676, Manisa Celal Bayar University), Yeliz Tunga (0000-0002-4046-4198, Manisa Celal Bayar University), Gizem Engi̇n (0000-0003-2532-8136, Ege University) |
| Year | 2026 |
| Volume | 243 |
| Pages | 105518 |
| Publication date | 2026-04-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers & Education (JOURNAL) |
| Journal identifiers | ISSN: 0360-1315 • E-ISSN: 1873-782X |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.compedu.2025.105518 |
| OpenAlex | W4416930356 |
| Language | EN |
| References cited | 27 |
As immersive technologies expand in education, a gap persists between teachers’ familiarity with virtual reality (VR) tools and effective pedagogical use. This study designed, implemented, and evaluated a 60-h VR Trainer Training Program using Educational Design Research (EDR) and the Taba-Tyler curriculum model. Sixteen teachers participated in a needs analysis, followed by 42 in-service teachers from 30 provinces in Türkiye engaging in the training program. The curriculum combined theoretical instruction with hands-on practice in tools such as Unity and Blender, supported by scaffolded learning and peer collaboration. Findings show significant gains in technical competence and pedagogical integration, with 85 % of participants producing technically functional VR projects and 72 % aligning them with curricular objectives. Teachers reported increased confidence and a shift from users to creators of VR content, though challenges remained regarding subject-specific examples, limited time for mastering advanced tools, and the need for sustained institutional support. The study offers a scalable model for professional development in immersive learning and underscores the importance of structured training for sustainable VR adoption
Curriculum · Instructional design · Professional development · Scalability · Trainer · Virtual reality · Augmented Reality Applications · Educational Games and Gamification · Virtual Reality Applications and Impacts
Research Methods in Education
The potential of immersive virtual reality to enhance learning
Immersive virtual reality as a pedagogical tool in education
User Acceptance of Information Technology
Consumer Acceptance and Use of Information Technology
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Virtual reality and gamification in education
Design, development, and evaluation of educational virtual reality environment
A systematic review of immersive virtual reality applications for higher education
Immersive virtual reality to train preservice teachers in managing students' challenging behaviours
A Coefficient of Agreement for Nominal Scales
The Substitution Augmentation Modification Redefinition (Samr) Model
| Highly cited | No |
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