| PDF: |
 |
Author(s): |
Lang P. P., |
| Number of journal: |
1(74) |
Date: |
March 2026 |
| Annotation: |
The presented article examines the possibilities
and limitations of using virtual reality (VR) and augmented
reality (AR) technologies in the field of professional education.
The relevance of the study is driven by the profound changes
in the labor market caused by digitalization, where the value
of a graduate is not so much in their theoretical knowledge, but
rather in their ability to confidently act in real-life professional
situations. Traditional educational practices may not always
provide students with sufficient experience in working with
complex equipment or practicing emergency situations. In this
context, immersive technologies are not just a technical novelty,
but an important tool that can fill the resource gaps in the traditional
learning system. The author analyzes the ongoing scientific
debate, where proponents of the active implementation of VR and AR technologies clash with researchers who highlight
the associated risks. It is emphasized that these technologies
have significant didactic potential, allowing for the simulation
of professional environments, providing visual clarity,
safety, and multiple repetitions of actions. However, as practice
shows, simply providing educational institutions with modern
equipment does not guarantee an improvement in the quality
of professional training. The central issue of the study is the contradiction
between the high educational potential of immersive
technologies and the lack of well-developed pedagogical models
that allow for their systematic integration into the learning process.
The author argues that the absence of well-thought-out
methods and performance criteria leads to the fragmented
and often superficial use of VR and AR, where they are employed
for the sake of showcasing innovations rather than achieving
specific educational goals. As a solution, the author proposes
a strategy based on the prioritization of pedagogical design
over technical equipment. The key principle is conscious expediency:
immersive technologies should be used only where they
provide a unique didactic advantage (for example, in simulating
dangerous or rare situations). |
| Keywords: |
virtual reality / VR, augmented reality / AR, professional
education, practical skills, immersive technologies,
didactic potential, pedagogical design, hybrid learning, educational
limitations, modeling of professional situations, digitalization
of education, teaching methods |
| For citation: |
Lang P. P. Virtual reality (VR) and augmented reality (AR) technologies in the formation of practical skills
among students: didactic potential and limitations. Biznes. Obrazovanie. Pravo = Business. Education. Law. 2026;1(74):339—346.
DOI: 10.25683/VOLBI.2026.74.1560. |