EFFECT OF IMMERSIVE VIRTUAL REALITY MODULE ON SOCIAL DYNAMICS OF SECONDARY SCHOOL STUDENTS: AN EXPERIMENTAL STUDY.

This study investigated the effectiveness of a 3 weeks Educational VR intervention aimed to find out the effect on social Dynamics of secondary school students. A Quasi-experimental pretest--post-test design was conducted with a sample of 50 Secondary School students. Six dimensions were assessed: p...

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Publicado en:Scientific Culture Vol. 12; no. 5 Part 1; pp. 615 - 624
Autores principales: Ali, Faryal, Singh, Neetu
Formato: Artículo
Publicado: University of the Aegean 2026
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: 2026
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        atl: EFFECT OF IMMERSIVE VIRTUAL REALITY MODULE ON SOCIAL DYNAMICS OF SECONDARY SCHOOL STUDENTS: AN EXPERIMENTAL STUDY.
      aug:
        au:
          Ali, Faryal
          Singh, Neetu
        affil:
          Research Scholar, Department of Education, University of Lucknow, Lucknow-226007, Uttar Pradesh, India
          Associate Professor, Department of Education, University of Lucknow, Lucknow-226007, Uttar Pradesh, India
      su:
        Social dynamics
        Educational intervention
        Secondary school students
        Community involvement
        Teams in the workplace
        Leadership
        Shared virtual environments
        Communicative competence
      sug:
        subj:
          Social dynamics
          Educational intervention
          Secondary school students
          Community involvement
          Teams in the workplace
          Leadership
          Shared virtual environments
          Communicative competence
      keyword:
        Desktop Based Quasi-Experimental Design
        Effect Size
        Immersive Learning
        Innovative Trends in Education
        Social Dynamics
        Virtual Reality
      ab: This study investigated the effectiveness of a 3 weeks Educational VR intervention aimed to find out the effect on social Dynamics of secondary school students. A Quasi-experimental pretest--post-test design was conducted with a sample of 50 Secondary School students. Six dimensions were assessed: peer interaction, participation and engagement, teamwork and collaboration, communication skills, leadership and initiative, including their overall performance. In this study, Immersive learning VR module was used as an intervention to know the effect in their social dynamics. Paired-samples t tests were conducted to examine differences between pre-intervention and post-intervention scores. The data analysis confirmed significant progress based on statistical testing across all measured domains (all p < .001). The overall mean score increased from M = 2.98 (SD = 0.30) at pretest to M = 3.96 (SD = 0.34) at post-test, representing a 33% improvement with an exceptionally large effect size (d = 3.02). Among the individual dimensions, teamwork and collaboration demonstrated the largest gain (ΔM = 1.28, d = 2.27), followed by participation and engagement (ΔM = 0.98, d = 1.91) and leadership and initiative (ΔM = 1.01, d = 1.75). Communication skills (ΔM = 0.79, d = 1.55) and peer interaction (ΔM = 0.78, d = 1.33) also showed substantial improvements. The absence of zero within the confidence intervals suggests that the observed differences are trustworthy. Large and consistent effects across every domain show that the intervention contributed to comprehensive progress rather than limited outcomes. Despite not having a control group to confirm causality, the large and consistent results suggest that the intervention had significant real-world relevance. The findings suggest that structured, short-duration interventions are practical approaches to strengthening students' participation, leadership qualities, collaboration, and social skills at the secondary level.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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