Virtual reality in the undergraduate educational experience
Abstract
Undergraduate students often have difficulties coming up with proposals and solving problems creatively, which results in poor performance in some university subjects. The objective of this article is to analyze how Virtual Reality (VR) improves the undergraduate educational experience, through the analysis of articles referring to the subject from the last three years. The general conclusion is that virtual reality improves creativity through motivation and the state of flow, developing skills for learning in undergraduate students, promoting its use and the adaptation of existing programs to classes so that students generate more creative solutions to existing challenges and problems.
Keywords: Virtual Reality; Education; Creativity; Motivation; Flow State.
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Copyright (c) 2021 Cynthia Melissa Elias Ramos, Sergio Ivan Vargas Aparcana, Karla Vanessa Beatriz Castillo Ly

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