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From users to creators

Design and evaluation of a VR professional development program for educators

Bibliographic Data

ID21538482
AuthorsAli 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)
Year2026
Volume243
Pages105518
Publication date2026-04-01
Open AccessYes
TypeARTICLE
VenueComputers & Education (JOURNAL)
Journal identifiersISSN: 0360-1315 • E-ISSN: 1873-782X
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.compedu.2025.105518
OpenAlexW4416930356
LanguageEN
References cited27

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

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