1. Introduction
Virtual reality (hereinafter, VR) has established itself as one of the most innovative technologies in 21st-century education. According to
Pelletier et al. (
2022), in the Horizon Report Teaching and Learning Edition, VR has reached a level of development so significant that an increasing number of educational institutions and research centers are focusing their efforts on exploring its pedagogical applications in teaching and learning processes. This progress is supported by the growing availability of accessible technological devices, which facilitates its implementation in classrooms and promotes immersive and meaningful learning experiences (
Aznar-Díaz et al., 2018). These experiences and advancements not only enable the acquisition of knowledge but also foster active participation by students, thereby achieving deeper and more critical learning (
Di Natale et al., 2020).
Several studies have highlighted that immersion is a key factor distinguishing VR from other computing technologies (
Kalyvioti & Mikropoulos, 2014;
Mikropoulos & Strouboulis, 2004;
Webster, 2016). However, immersion does not manifest itself in a single way; it varies depending on the capabilities of the platform and the hardware used. In this sense, there is no single type of VR, as its manifestation depends on the devices and technical characteristics employed (
Bowman & McMahan, 2007). This immersion not only improves the perception of realism, but also has the potential to increase student motivation and engagement, especially when offering experiences that cannot be easily recreated in a traditional classroom setting (
Freina & Ott, 2015). In this regard, VR allows for the simulation of complex situations or contexts that are difficult to physically reproduce, significantly expanding teaching possibilities (
Makransky et al., 2021;
Makransky & Lilleholt, 2018). Thus, VR is presented in various forms that can enrich learning experiences, adapting to students’ needs and the pedagogical objectives of the proposed activities.
Finally, we find non-immersive VR systems characterized by providing an experience in which users interact with the virtual environment by viewing it exclusively through the screen of a device, such as a desktop or laptop computer. This type of system creates the sensation of observing the virtual world through a window. These systems, also known as desktop virtual reality (VR) systems or 3D worlds, operate primarily with control mechanisms managed via a keyboard and/or mouse (
Cabero & Fernández, 2018;
Freina & Ott, 2015). Although these systems clearly do not achieve the same level of immersion as fully immersive or partially immersive systems, their accessibility and versatility in use enable enhanced content understanding and active student interaction within the educational context.
Concerning critical aspects, from a technical and pedagogical perspective, several authors have pointed out that the implementation of VR in educational contexts faces significant barriers. On one hand, the lack of interoperability between platforms and the absence of open standards hinders its efficient and scalable use in educational institutions, compromising its accessibility and sustainability (
Bonnett, 2004;
Caron, 2023;
Harley et al., 2016). Moreover, the high cost of the necessary hardware and software remains a considerable limitation, especially in institutions with limited resources, creating inequalities in its adoption and making its integration into educational programs more difficult.
Another critical issue is the usability of VR tools. Various studies have highlighted that many of these platforms have unintuitive interfaces, making it difficult for both students and teachers without prior experience in virtual environments to use them (
Allison, 2008;
Bonnett, 2004). Additionally, the learning curve associated with using these devices requires specific teacher training, which poses an additional challenge for their effective implementation in pedagogical practice. Issues related to visualization and navigation in virtual environments have also been reported, potentially causing disorientation and frustration in users, which affects their learning experience (
Christopoulos et al., 2024).
In this regard, the implementation of VR in education is not limited to enriching content comprehension; it also transforms teaching methodologies, making them more dynamic and tailored to students’ needs. VR applications are used as tools to enhance student learning experiences, offering a more engaging and dynamic platform that facilitates the understanding of complex concepts, theories, and systems, as well as allowing the practice of skills (
Fokides, 2023). Research, such as the meta-analysis by
Villena-Taranilla et al. (
2022b), gathers evidence on how VR transforms learning in traditional subjects such as science, mathematics, and history, demonstrating that the use of this technology can maximize educational benefits, fostering a more motivating and effective learning experience.
4. Materials and Methods
4.1. Participants
The sample was selected for convenience, as the objectives specifically aimed to analyze the perceptions of pre-service teachers using VR for the learning and teaching of Social Sciences and History content. Thus, this study was conducted with 73 students from the primary education degree program at the Faculty of Teacher Training at the Universitat de València. The research took place during the first semester of the 2024–25 academic year. Of the students, 24 were enrolled in the specialization in Information and Communication Technologies (ICT, 32.9%), while the remaining 49 (67.1%) were not enrolled in this specialization, being primary education students without a specialization. The ICT specialization is a special mention within the degree in primary education, which students can access after completing certain courses related to the use of ICT in education.
Additionally, of the total students, 53 were women (72.6%) and 20 were men (27.4%). On average, the participants were 21.6 years old, with a minimum age of 19 and a maximum of 36 years. A detailed distribution of the sample according to gender and specialization is presented in
Table 1.
4.2. Measurement Instruments
This research utilized two instruments. To address O1, a reduced version of the
Instructional Material Motivational Survey (RIMMS) by
Keller (
2010), developed and validated by
Loorbach et al. (
2015), was used to measure the participants’ motivation. This RIMMS questionnaire, based on Keller’s ARCS motivational model, evaluates attention, relevance, confidence, and satisfaction in relation to the use of VR in educational contexts. The RIMMS consists of 12 items utilizing a Likert-type response scale. Each item offers five response options, ranging from “Strongly disagree” (1) to “Strongly agree” (5). The description of each item for the RIMMS questionnaire used can be found in
Table A1.
To address O2, an adaptation of the
Learning Object Evaluation Scale for Students (LOES-S) was used. This scale analyzes the constructs of learning, quality or instructional design, and engagement when students use learning objects. It was developed by
Kay and Knaack (
2009) after 10 years of research with a sample of over 1100 students. A description of each item used in the LOES-S questionnaire can be found in
Table A2. The scale used in this study evaluates various aspects of students’ perceptions regarding the use of VR. Due to time constraints, we exclude from the original LOES-S questionnaire the qualitative items, which would require more detailed responses from the students, as we describe in the following:
Learning: This construct measures how much students learn. Due to time constraints, 3 out of the original 5 items were selected for evaluation.
Quality: This construct examines the perceived quality of the learning object. In the adaptation, 3 out of the 4 original items were included.
Engagement: This construct assesses the students’ level of engagement with the learning object, regarding the emotional and cognitive involvement of students with the educational activity, which can translate into active participation observed during the activity. In the adaptation, the 3 quantitative items from the original scale were used, excluding the 2 qualitative items, to optimize measurement and fit within the available time. As in the previous instrument, a Likert-type response scale was used, where each item offered five response options, ordered in the same manner.
The combination of these two instruments provides a comprehensive understanding of the impact of VR on future teachers’ training. This methodological approach enhances the rigor of the study, allowing for the analysis of not only motivation but also the perceived relevance of VR within the teaching process.
Finally, O3 is addressed by comparing the mean scores across different groups of participants, analyzing two main dimensions:
Students without ICT specialization vs. ICT specialists: This examines whether prior experience with technology influences perception and motivation toward virtual reality in teaching.
Women vs. men: This analyzes potential gender differences in the adoption and perception of VR as an educational tool, given that previous studies have suggested that self-efficacy in using digital tools may vary by gender.
This analysis not only helps identify the conditions under which VR is most motivating for future teachers but also provides insight into how the educational context and individual variables may shape their perception of this technology.
4.3. The VR Glasses and the VirTimePlace Application
The VR glasses used in this study were the Netway Vita model, which included an integrated processor and a 5.5-inch screen. Based on Android technology, these glasses allow access to various free applications through the official Play Store.
VirTimePlace is a free application by Arketipo Multimedia, available for iOS and Android. VirTimePlace is an educational tool that uses real-time 3D models to recreate historical environments, providing a much more dynamic and realistic experience than static images or videos. This tool offers a broad catalog of 3D recreations of historical cities and buildings, such as Carthago Nova, Roman Cordoba, Classical Athens, and the Mosque of Córdoba, among others. Users are able to freely navigate through these virtual environments interacting with various elements, such as monuments and historical objects, and access information as they moved through the virtual setting. In educational terms, the application has the potential to increase students’ interest and motivation by providing a more interactive and immersive learning experience.
The process of using the glasses and the application was designed to integrate smoothly into the intervention. Therefore, it is worth noting that the VirTimePlace application had already been downloaded onto the glasses, allowing students to immediately access the experiences.
4.4. Methodology
The intervention with VR was conducted in a single one-hour session per group. The decision to have the intervention last a short duration (only 1 h) was based on previous research, which found that shorter interventions –less than 2 h– tend to be more effective compared to longer ones (
Villena-Taranilla et al., 2022b). Specifically, interventions of less than 2 h showed an effect size of .72, while those lasting longer than 2 h had an effect size of .49.
This session began with an introduction to the VR device that the students would use. Specifically, the Netway Vita VR glasses described above were used. At the beginning of the activity, ten minutes were dedicated to explaining the basic instructions so that students could familiarize themselves with the virtual reality glasses and the VirTimePlace platform. During this time, they were taught how to properly adjust the glasses, ensuring comfort and clarity. They were also shown how to turn on the glasses and connect them to the VirTimePlace application. The controls for navigating the virtual environments were explained, allowing students to move and look around within the virtual recreations. Additionally, emphasis was placed on the importance of maintaining proper posture to avoid discomfort and ensure effective interaction with the virtual experiences.
Once the students were familiarized with the device, they were able to immerse themselves in the virtual recreation of the Hispano-Roman city of Augusta Emerita (Mérida, Badajoz in Spain), walking through its streets and exploring its buildings and significant artistic expressions, which facilitated the active and meaningful internalization of historical content. In our case, the Roman reconstruction of Mérida allowed students to view different types of housing and relevant structures, aligned with the curricular content and learning standards they will address in their future teaching practice.
At the end of the session, the students completed the items of the RIMMS questionnaire and the adapted LOES-S with paper and pencil (see the items in
Table A1 and
Table A2, in
Appendix A).
4.5. Data Analysis
In addition to the responses to the corresponding items to the RIMMS and LOES-S questionnaires, information was collected regarding gender, age, and whether the students were enrolled in the specialization in Information and Communication Technologies. All student data were anonymized. Data processing was conducted using the
R software (
R Core Team, 2021). The statistic calculations were processed with a pre-established significance level of
. The normality of the data was tested using the Shapiro–Wilk test (
Shapiro & Wilk, 1965). Non-parametric tests were used for comparing the scores obtained on the instruments, as the datasets compared did not follow a normal distribution. Therefore, the comparison of mean scores was carried out using the non-parametric Mann–Whitney U test (
Mann & Whitney, 1947), which allowed for testing the significance of mean scores of participants under different conditions (specialists in ICT group vs. no specialization group and male vs. female). Additionally, effect sizes were evaluated using Rosenthal’s explanatory r measure (
Field et al., 2012), with the following thresholds:
(small effect): explains 1% of the total variance;
(medium effect): explains 9% of the total variance;
(large effect): explains 25% of the total variance.
Finally, to analyze the reliability of both questionnaires, their internal consistency was calculated using Cronbach’s for each of the constructs in the questionnaires.
5. Results and Discussion
5.1. Reliability of the Measurement Scores
The overall reliability of the RIMSS in terms of Cronbach’s
was
(
for 12 items), which is an acceptable value.
Table 2 presents Cronbach’s
values for each construct of the RIMSS questionnaire, showing an acceptable value for the attention (
) and confidence (
) constructs. For the satisfaction construct, a questionable value was obtained (
), below the acceptable standard value (≥.70). However, as recognized by
Cortina (
1993) and
Kline (
1999), this is an expected and accepted value in research related to Social Sciences. Finally, the relevance construct shows a poor value (
). Nevertheless, despite of the importance of the relevance construct in educational settings, studies such as that of
Villena-Taranilla et al. (
2022a) indicate that, compared to the other dimensions, relevance is the dimension that is least affected by the teaching methods used, which could explain the results obtained, as it provides a measure for the perception of the usefulness of the knowledge acquired by pre-service teachers (
Huett et al., 2008).
The reliability of the data obtained with the LOES-S instrument proved to be acceptable, with a value of
(
in 12 items). Cronbach’s
results for each of the subscales of this test are shown in
Table 3. Thus, acceptable values were obtained for the constructs of quality (
) and engagement (
), and a value classified as questionable for the construct of learning (
). However, as noted for the previous RIMMS questionnaire, this value would be accepted within the parameters established in Social Science studies (
Cortina, 1993;
Kline, 1999), despite their importance in an educational setting.
5.2. Analysis of the Results of the RIMMS Motivational Test
In the analysis of the RIMMS questionnaire, an overall average motivation score of
was obtained, indicating a positive perception of the students towards the VR intervention. Among the four dimensions evaluated, satisfaction stood out as the most highly rated, with a mean of
(
) and minimal variance, reflecting a highly homogeneous perception among participants. In contrast, the relevance construct showed the lowest mean (
,
), although still within positive levels.
Table 4 presents the descriptive statistics for each item and construct of the RIMMS questionnaire.
As seen in
Table 4, the lowest score corresponded to item A03 (“The variety of activities helps to maintain my attention in class”), with a rating of 2. Most participants gave high scores on the other items, reaching the maximum score (value 5) on many of them. This scoring pattern highlights a very positive overall evaluation of the experience. Although there was a somewhat more negative perception regarding the variety of activities, students expressed high satisfaction and motivation with the use of virtual reality as an educational tool, reinforcing the idea that this technology creates an engaging and stimulating learning experience. This finding reflects a widespread consensus that the virtual reality immersion experience was highly satisfying, contributing to high motivation and overall enjoyment among students.
When breaking down the dimensions, attention showed positive results, with an overall mean of (). Students particularly valued aspects related to the quality and organization of the activities, as reflected in items MA01 (“The quality of the Virtual Reality activities helps me maintain attention”) and MA02 (“The way information is organized using these materials helps me maintain attention”), which received means of and , respectively. However, item MA03 (“The variety of activities helps me maintain my attention in class”) presented the lowest recorded score in the questionnaire (2), indicating that some students perceived less variety in the proposed activities.
Regarding relevance, this was the dimension with the lowest mean (, ). This result is mainly due to item MR04 (“It is clear to me how this class is related to things I already knew”), which received a mean of (), the lowest-rated item in the entire questionnaire. This suggests that, while students perceived the usefulness of the content worked with VR (as reflected in item MR06, ), some had difficulty connecting the experience with their prior knowledge. The relatively low scores in the relevance dimension may be due to several factors. Although VR as an educational tool was generally well received, some students may have perceived the historical content presented as not sufficiently related to their previous experiences or expectations. In this study, Emérita Augusta was used as the main setting for the virtual reality activity, which could have led to a perception of disconnection if students did not feel that the historical context had a direct connection to their current curriculum or personal interests. Additionally, the focus on exploring a single historical site may have limited the perception of relevance for students who would have preferred a more diverse approach or who do not feel as connected to the specific historical period. The lack of content diversity or the one-dimensional nature of the activity may have influenced the low rating in the relevance dimension.
The confidence dimension showed an overall mean of (), with participants expressing confidence in their ability to learn the content. Item MC07 (“While working in this class with Virtual Reality, I am confident I will learn the content”) received a mean of , while MC08 (“After working in this class, I feel confident I would be able to pass a test on the topic”) reached a mean score of , and MC09 (“The good organization of the class with Virtual Reality helps me feel confident I will learn the content”) obtained . Although the scores were high, the results suggest that students have more confidence in the quality of the design and the activities proposed than in their own academic performance after the intervention.
Finally, we categorized the results obtained from the 73 participants in each of the dimensions of the RIMMS instrument into three levels: low level (<3), medium level (between 3 and 3.49), medium–high level (between 3.5 and 3.99), and high level (between 4 and 5). The results are depicted in
Table 5. In relation to the construct satisfaction, 100% of the participants reached a high level of satisfaction when using VR. The least beneficial dimension was relevance, where 83.56% reached a high level, while 15.07% remained at a medium–high level. Nevertheless, the motivational results show a high degree of satisfaction across all the dimensions measured by the instrument.
5.3. Analysis of the LOES-S Test Results on VR as a Learning Object
Table 6 presents the descriptive statistics obtained with the LOES-S questionnaire, designed to assess the perception of VR as a learning object. The overall analysis shows a very positive evaluation, with a total average of
(
) out of 5 points, indicating high acceptance by the students.
Among the three dimensions evaluated, engagement received the highest score, with an average of (). Items related to this dimension, such as “I would like to use Virtual Reality again” () and “Virtual Reality was motivating” (), stood out for their high rating. These results reflect that students perceived the activity as stimulating, engaging, and promoting their active participation. Additionally, this high level of engagement may be related to the satisfaction reported in the RIMMS questionnaire, as both dimensions appear to measure similar aspects related to enjoyment, interest, and emotional evaluation of the educational experience. This parallelism suggests that VR not only facilitates knowledge acquisition but also generates an immersive and motivating educational environment.
Regarding the quality dimension, the general average was (). While the scores were generally high, some specific items, such as “The aids in Virtual Reality were useful” () and “The activity with Virtual Reality was well-organized” (), showed greater variability, indicating more diverse perceptions in certain aspects of the design. Nevertheless, the overall evaluation of the material quality was positive, reinforcing the acceptance of VR as a well-designed and functional tool.
Finally, the learning dimension received an average score of (), the lowest of the three dimensions. Despite this, students acknowledged the usefulness of VR in learning new concepts and facilitating content comprehension, as reflected in the items “Working with Virtual Reality helped me learn a new concept” () and “The design of the Virtual Reality page helped me learn” (). However, these results suggest that adjustments in the activities or greater integration with traditional pedagogical strategies might be necessary to maximize VR’s impact on learning.
In summary, the results from the LOES-S questionnaire highlight the high level of engagement and the positive perception of the quality of the designed materials. Moreover, the connection between the engagement observed in this questionnaire and the satisfaction reported in the RIMMS test reinforces the effectiveness of VR not only as an educational tool but also as an element that enhances interest and enjoyment in learning.
As with the data from the RIMMS instrument, we categorized the results obtained from the 73 participants into levels for each of the dimensions of the LOES-S instrument. The analysis of the clustering obtained in the LOES-S questionnaire reflects a very positive evaluation of VR as a learning object, as shown in
Table 7. The results highlight high percentages of students in the high level across the three constructs evaluated, engagement, quality, and learning, as detailed in the corresponding tables.
The engagement construct was the highest rated, with 98.63% of participants (72 students) reaching a high level and only 1.37% in the medium–high level. This result indicates that VR was not only perceived as a useful tool but also fostered active and motivating participation among students. Items like “I would like to use Virtual Reality again” and “Virtual Reality was motivating” reflect this high evaluation, indicating that students found the VR experience attractive and stimulating. This level of engagement may also be related to the enjoyment and satisfaction reported in the RIMMS test, reinforcing the idea that both questionnaires assess complementary emotional and motivational dimensions.
Regarding the quality construct, 97.26% of participants (71 students) reached a high level, while 1.37% were in the medium–high and low levels, respectively. This result reflects a very positive perception of the organization, design, and ease of use of the activities carried out with VR. Items such as “The activity with Virtual Reality was well-organized” and “Virtual Reality was easy to use” significantly contributed to this evaluation, highlighting that students found the materials clear and accessible. However, the fact that some participants were in lower levels could be related to occasional difficulties in interacting with the technology or the perception that certain aids could be improved.
Lastly, the learning construct showed that 91.78% of students were in the high level, followed by 8.22% in the medium–high level. Although these results are still very positive, it is notable that this construct shows the lowest percentage of the high level among the three dimensions evaluated. This result could be related to items like “The design of the Virtual Reality page helped me learn” and “Working with Virtual Reality helped me learn a new concept”, which, while positively rated, reflect a lower perceived impact compared to the other constructs. This trend may be due to the fact that, although the VR experience is motivating and engaging, it does not always directly translate into a clear perception of learning. This suggests that work is needed in the pedagogical design of the activities and the integration of VR with traditional strategies to maximize its effectiveness in learning.
Overall, the results from the LOES-S questionnaire highlight VR’s ability to motivate and engage students, as well as offer materials perceived as high-quality. However, the findings in the learning construct invite reflection on how to improve the connection between the immersive experience and the pedagogical objectives to ensure that VR’s potential is translated into more meaningful learning outcomes.
5.4. Group Analysis: Specialization in ICT vs. No Specialization
In this study, students pursuing a degree in primary education were divided into two groups: those enrolled in a specialization in ICT and generalist students without a specialization. The third aim of this study was to analyze whether there were differences in the mean scores obtained in both questionnaires, RIMMS and LOES-S, based on the students’ interest and academic profile. For each questionnaire, the null () and alternative () hypothesis would be as follows:
Hypothesis 0. There is no significant difference in the mean scores between the ICT group and the generalist group in each questionnaire (RIMMS and LOES-S).
Hypothesis 1. There is a significant difference in the mean scores between the ICT group and the generalist group in each questionnaire (RIMMS and LOES-S).
Table 8 shows that the mean scores of the ICT group are slightly higher than those of the generalist group in both questionnaires. For the RIMMS and LOES-S questionnaires, hypothesis tests were conducted to compare the mean scores of the ICT and generalist groups. In the case of the RIMMS questionnaire, the generalist group obtained a mean score of
(
), compared to
(
) for the ICT group. However, this difference is not statistically significant (
,
), with a small effect size (
). Similarly, in the LOES-S questionnaire, the ICT group obtained a mean score of
(
), slightly higher than that of the generalist group (
,
). This difference also did not reach statistical significance (
,
), with a small effect size (
). The results indicate that, although the mean scores of the ICT group are slightly higher than those of the generalist group on both questionnaires, these differences are not statistically significant (
in both cases). Therefore,
is not rejected in either case.
A detailed analysis, focusing on the RIMMS instrument (
Table 9), indicates that the mean scores of the ICT group were higher in all dimensions measured by the test, except in relevance, where they were lower. For each construct of the RIMMS questionnaire, hypothesis tests were conducted, with the corresponding hypotheses formulated as follows:
Hypothesis 0. There is no significant difference in the mean scores between the ICT group and the generalist group in the respective dimension of the RIMMS instrument.
Hypothesis 1. There is a significant difference in the mean scores between the ICT group and the generalist group in the respective dimension of the RIMMS instrument.
These differences were non-significant in all cases, except for the construct of confidence, where the difference between the mean score obtained by the ICT group () was statistically significant compared to the mean score obtained by the generalist group (, , ), though with a small effect size, . Hence, the null hypothesis was rejected only for the confidence dimension (), indicating a statistically significant difference. However, the effect size was small, suggesting that while the difference is statistically significant, it may not be of practical importance.
Focusing on the test that evaluates VR as a learning object, we can see the mean scores of the test dimensions from the LOES-S, separated by groups, in
Table 10. Here, we observe that the ICT group rates the dimensions of learning and engagement with higher mean scores, while the dimension of confidence is rated slightly lower. For the statistical test analysis, the null and alternative hypotheses can be formulated as follows for each of the dimensions measured using the LOES-S test (learning, engagement, and confidence):
Hypothesis 0. There is no significant difference in the mean scores between the ICT group and the generalist group in the respective dimension of the LOES-S instrument.
Hypothesis 1. There is a significant difference in the mean scores between the ICT group and the generalist group in the respective dimension of the LOES-S instrument.
However, these differences in mean scores were not statistically significant in any of the three constructs. In this case, we would fail to reject for the learning, engagement, or confidence dimensions.
5.5. Gender Analysis: Female vs. Male
Finally, to complete O3, a gender analysis was conducted to detect potential differences in the scores obtained by male and female participants on the RIMMS and LOES-S questionnaires. The overall results, presented in
Table 11, show that, on average, male participants scored slightly higher on both tests. In order to test the significance of the obtained differences in the mean values, for each questionnaire, we state the following null (
) and alternative (
) hypotheses:
Hypothesis 0. There is no significant difference in the mean scores between males and females in each questionnaire (RIMMS and LOES-S).
Hypothesis 1. There is a significant difference in the mean scores between males and females in each questionnaire (RIMMS and LOES-S).
In the RIMMS questionnaire, male participants achieved a mean score of (), while female participants had a mean of (). However, this difference was not significant (, ), and it exhibited a small effect size (). Similarly, in the LOES-S questionnaire, males obtained a mean score of (), slightly higher than the mean of () achieved by females. This difference was also not significant (, ), and the effect size was small (). Hence, for both tests, we could not reject the null hypothesis, as these differences were not statistically significant.
A more detailed analysis of the constructs in the RIMMS questionnaire (
Table 12) reveals that males scored higher in the dimensions of attention, confidence, and satisfaction. However, females scored slightly higher in the relevance construct. In none of these cases were the differences statistically significant. Hence, we could not reject the null hypothesis (
: there is no significant difference in the mean scores between males and females in the respective dimension of the RIMMS instrument).
On the other hand, in the LOES-S questionnaire, males scored higher in the constructs of learning and quality, while females scored slightly higher in engagement. Again, these differences were not statistically significant for any of the evaluated constructs (results are shown in
Table 13). As a consequence, we could not reject the null hypothesis (
: there is no significant difference in the mean scores between males and females in the respective construct of the LOES-S instrument).
Finally, it is essential to mention that the gender imbalance in the sample is a limitation of this study (with 72.6% women and only 27.4% men). The over-representation of women could skew the analysis, particularly when examining gender-based differences or perceptions. As such, future studies should aim to recruit a more balanced sample to ensure that the findings are more representative and that gender-related patterns can be more accurately assessed.
6. Conclusions
VR has established itself as an innovative educational tool, capable of motivating, engaging, and enriching the learning experience of future educators. The results obtained from the RIMMS and LOES-S questionnaires reflect how this immersive technology promotes a more interactive, engaging, and motivating learning environment, aligning with previous studies that emphasize its potential to enhance the teaching and learning process (
Cabero & Fernández, 2018;
Liu et al., 2020;
Sousa Ferreira et al., 2021;
Villena-Taranilla et al., 2023,
2022a,
2022b).
The results of this study reinforce the importance of considering teacher training as a key factor in the implementation of VR in education. The literature has highlighted that, although VR is a highly motivating and engaging tool for students, its effectiveness does not rely solely on its immersive capability but on its integration within a solid pedagogical design (
Makransky & Lilleholt, 2018). Previous studies have identified that if VR is not clearly linked to learning objectives, it may be perceived more as an entertainment resource rather than an effective teaching strategy (
Gómez-Trigueros, 2023). Regarding gender analysis, our findings align with research suggesting that VR can act as an equalizer in learning, reducing gender differences in the adoption of technology in the classroom (
Onele, 2023). However, the fact that slight variations exist in the perception of VR based on gender suggests the need for further investigation to better understand the factors that may influence future teachers’ technological self-efficacy (
Qazi et al., 2022).
Concerning O1, the analysis of motivation of future primary education teachers regarding the use of VR in the teaching of Social Sciences and History was accomplished by means of the RIMMS questionnaire. The scores of the participants showed a high overall motivation level (
,
), with particularly high ratings in the satisfaction dimension (
,
), reflecting the high level of enjoyment generated by the experience. These results align with the meta-analysis by
Villena-Taranilla et al. (
2022b) and the research by
Kavanagh et al. (
2017), who emphasize that immersive technologies like VR enhance students’ motivation and interest by providing more dynamic and engaging experiences. However, the attention dimension, while positive (
,
), showed lower scores in the item related to the perception of variety in activities (A03). This may be due to the immersive activity, focused on exploring the city of Augusta Emerita, being perceived as a single thematic environment, lacking sufficient changes in the pedagogical approach or tasks carried out, which could have influenced the perception of monotony.
On the other hand, the relevance dimension received a relatively lower rating (
,
), highlighting some difficulties participants had in connecting the content covered with their prior knowledge. This finding, consistent with the observations of
Campos Soto et al. (
2020), underscores the importance of designing activities that strengthen the connection between immersive content and the academic curriculum. This result can be explained by the fact that these immersive activities, focused on historical themes, although visually striking, may lack elements that help contextualize the relevance of the content in relation to the students’ future professional practice. This finding reinforces the need to complement VR with pedagogical strategies that enhance its integration with prior learning and the students’ specific competencies.
Regarding VR as a learning tool for Social Sciences and History in the training of primary education teachers (O2), the LOES-S questionnaire showed an overall rating that was also very positive (
,
). Among the evaluated constructs, engagement stood out as the highest rated (
,
), with 98.63% of participants achieving a high level, reinforcing the ability of VR to generate high emotional and motivational involvement in the classroom. Additionally, the quality dimension (
,
) reflected participants’ positive perception of the design, organization, and usability of the VR-based activities, which are critical factors in ensuring technological acceptance in educational contexts (
Riner et al., 2022). However, the learning dimension (
,
) received a lower rating compared to the other dimensions, indicating the need to strengthen the pedagogical design to more clearly connect immersive experiences with learning objectives, in line with the findings of
Kee et al. (
2024).
Concerning O3, the uneven distribution of genders can affect the generalizability of our findings, as the results may not fully represent the perspectives or experiences of both genders. However, in the results, the gender analysis revealed no statistically significant differences in any of the questionnaires, which aligns with previous research such as that of
Barroso et al. (
2016), which dismissed a relationship between gender and technological acceptance. However, the literature has identified differences in technological self-efficacy between men and women, with studies indicating that women tend to underestimate their digital competence despite using ICTs in teaching as much or more than men (
Mercader & Duran-Bellonch, 2021). Other studies like that of
González-Calero et al. (
2019) highlight that certain skills, such as spatial abilities, may develop differentially depending on gender and the design of technological activities. Although their research focused on the use of educational robotics, their findings underscore the importance of considering how different technologies, such as VR, can be designed to maximize their impact in an inclusive manner.
In this study, although men scored slightly higher in attention, confidence, and satisfaction, while women excelled in engagement, these differences were not significant, reflecting the inclusive ability of VR to motivate and engage students of both genders. Our results (although inconclusive) are aligned with the systematic review carried out by
Qazi et al. (
2022), which found that gender differences in digital skills are minimal or nonexistent in education, suggesting that the observed gap in some contexts may be more related to self-perception than actual competence. However, in the case of VR, studies addressing the gender variable are scarce and fragmented, representing a gap in the literature that our study helps to fill. Hence, our results reinforce the idea that VR, like other emerging technologies, can be used as an equitable tool when activities are designed to address the needs of all students. In particular, recent studies have identified the need to investigate how gender influences the perception of VR in educational settings, indicating that it is still not fully understood whether motivation and engagement with this technology vary between men and women
Adeyele (
2024).
On the other hand, the analysis by students’ specialization showed that students in the ICT specialization tended to score slightly higher compared to the generalist group, particularly in confidence. This finding may be related to a greater technological familiarity, a factor identified as key for the effective adoption of emerging educational tools (
Kee et al., 2024). According to
Cózar-Gutiérrez et al. (
2019), familiarity with technologies not only improves interaction with the tools but also enhances students’ self-confidence in their use. As noted by
Villena-Taranilla et al. (
2023), this technological familiarity not only enhances interaction with the tools but also boosts the perception of utility and enjoyment, thereby reinforcing student engagement with these technologies.
Our study’s findings highlight both the potential and the practical barriers of VR technology. Despite the typically high costs and technical complexities associated with VR, our experience demonstrates that its integration into teacher training can be achieved within a short timeframe. The high levels of motivation and satisfaction observed among participants suggest that even with minimal preparation time, VR can effectively enhance engagement and learning outcomes. However, our study also reinforces concerns about usability and accessibility. The lack of interoperability between platforms and the absence of open standards remain significant limitations, and while our implementation was successful, scaling VR to a broader educational context requires overcoming these barriers. Additionally, although participants showed strong emotional and motivational involvement, the learning curve associated with VR tools and the need for specific teacher training cannot be overlooked. These findings emphasize that, while VR holds great promise as a pedagogical tool, thoughtful planning, streamlined resources, and targeted training are essential to maximize its educational impact and ensure its sustainable integration into diverse learning environments.
Given the limitations of the present study, future research should expand the sample size and ensure a more balanced gender distribution, as the predominance of women in the current sample limited the depth of the gender-based analysis. Although no statistically significant differences were found, the low representation of male students restricts the generalizability of the results. Including students from different specializations within the primary education degree and with varying levels of prior experience in educational technologies could also provide a more nuanced understanding of motivational patterns.
Additionally, the use of longitudinal designs and mixed-method approaches would be valuable in examining whether the initial motivational impact of VR is sustained over time and translates into its practical application in real teaching contexts. Moreover, future research should delve into the challenges, limitations, and drawbacks associated with the use of these technologies in education, both from a technical perspective (accessibility, infrastructure, maintenance) and a pedagogical one (instructional design, classroom management, teacher training). Finally, it is recommended to continue investigating the use of VR in education by comparing different levels of immersion, as this study has focused exclusively on an immersive VR environment.
Overall, the results of this study confirm that VR is not only a motivating and engaging tool, but it also has the potential to transform the training of future educators. However, to maximize its effectiveness, it is essential to overcome technical challenges, ensure a solid pedagogical design, and provide specific training for the development of advanced digital competencies. As
Riner et al. (
2022) note, these measures are crucial for ensuring the effective and equitable integration of VR into the educational context, paving the way for more dynamic, inclusive learning environments tailored to the demands of the 21st century.