{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T14:43:10Z","timestamp":1776091390385,"version":"3.50.1"},"reference-count":59,"publisher":"Emerald","issue":"8","license":[{"start":{"date-parts":[[2024,9,17]],"date-time":"2024-09-17T00:00:00Z","timestamp":1726531200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["ITP"],"published-print":{"date-parts":[[2024,12,16]]},"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with the use of head-mounted display (HMD).<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>The study included one biology lesson conducted in 4 groups of a dozen people and one biology lesson in VR carried out individually on 75 people. The respondents completed the knowledge test, a questionnaire before and after the class regarding the attitude to new technologies, and feelings after the lesson. The researchers used detailed observation sheets (subjects' behaviour and the dynamics of the lesson). The obtained results were analysed statistically through lesson type (traditional\/VR), respondent type (technology enthusiast\/non-enthusiast) and question type. The Mann\u2013Whitney <jats:italic>U<\/jats:italic> test, t-student and chi-squared (?\u00b2) test were used.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>The average of the overall results in the knowledge test was similar in both groups (16 points; \u00b1SD 2.13), slightly better for the analogue group and for the non-enthusiast group. It was found that VR hinders the acquisition of knowledge by tech enthusiasts, who perceive it primarily in the play paradigm. However, it encourages the learning of technology sceptics, who quickly discover a passion for exploring the virtual world. It was clearly indicated, quantitatively and qualitatively, how the technology modalities directly influenced the learning outcomes.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>The article offers fresh insights into how students' perceptions of the educational process can be transformed through the integration of VR. The compelling findings and nuanced analysis provide a robust foundation for exploring new frontiers in educational technology.<\/jats:p><\/jats:sec>","DOI":"10.1108\/itp-08-2022-0631","type":"journal-article","created":{"date-parts":[[2024,9,18]],"date-time":"2024-09-18T02:38:10Z","timestamp":1726627090000},"page":"216-234","source":"Crossref","is-referenced-by-count":3,"title":["Fun, experience or education? 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