Research

Virtual Reality and Immersive Tools in Education

SchooVR leverages research to ensure its VR tools enhance learning outcomes and align with educational best practices. Collaborating with the Scool of Education, University College Dublin, we pioneer studies on VR’s impact, driving innovation and delivering meaningful, research-backed immersive experiences that transform education.

Latest Research Projects

Explore some of our projects below.

The Alliance4XR EU Project is a collaborative initiative involving 13 partners from eight European countries with the shared objective of harnessing XR (Extended Reality) technologies to revolutionise education, vocational training, and industry-driven learning. 

SchooVR has partnered with the UCD School of Education and Queen’s University Belfast to explore innovative applications of Virtual Reality (VR) in education. These collaborations focus on enhancing teacher training, professional learning, and curriculum delivery through immersive technologies.

SchooVR collaborated with UCD School of Education and SCoTENS to design an online course on Immersive Technology in Education. The course provided a platform for teachers and educators to explore the use of immersive technology in optimising teaching and learning, with a focus on Development Education and the Global Goals for Sustainable Development. 

The CLASSY Project is European Union Erasmus + initiative aimed at transforming education through the integration of cutting-edge 3D educational platforms. This project seeks to create immersive, interactive, and engaging learning environments that address diverse educational needs while leveraging the latest advancements in technology.

This innovative study explores a cyclical professional learning model connecting three key stakeholders in Initial Teacher Education (ITE): university educators (UEs), student teachers (STs), and co-operating teachers (CTs). The model leverages SchooVR to empower student teachers as digital learning leaders through a structured mentoring process.

Research papers

Learn about research in this space.

Using Virtual Reality to Support Retrieval Practice in Blended Learning: An Interdisciplinary Professional Development Collaboration between Novice and Expert Teachers (1 Sep 2023) Digital3(3):251-272
Co-authors:Cowan P, Farrell R

Virtual and augmented reality and pre-service teachers: Makers from muggles? (1 Jan 2023) Australasian Journal of Educational Technology39(3):1-16
Co-authors:Taggart S, Roulston S, Brown M, Donlon E, Cowan P, Farrell R, Campbell

Cultivating Positive Classroom Environments: Exploring the Efficacy of Immersive Technologies in Removing Barriers to Learning Among Primary School Students
(2 Apr 2024) Computers in the Schools41(2):164-192Informa UK Limited
Co-authors:Molloy C, Farrell R

English Learning in Virtual Environments
Q. Li (2024) – Explores the role of VR in improving English language acquisition through immersive environments.

Virtual Reality Tours in Higher EducationR. Stephan et al. (2025) – Examines the integration of VR in archaeology courses to create engaging and interactive learning experiences.

Learning English Through Storytelling in VR
M. I. Begzodovna (2024) – Analyzes the role of immersive storytelling tools in enhancing language proficiency.

SWOT Analysis of Interactive Applications in High Schools N. M. Ismail et al. (2024) Evaluates the impact of multimedia tools in secondary education, emphasising immersive benefits.

Augmented Reality as an Educational Tool
S. Kumar (2024) – Details how AR technology enhances student engagement and learning outcomes across subjects.

Gamification in Education Through Stealth Assessments
Y.V. Lakshmi & I. Majid (2025) – Explores the integration of VR/AR technologies in gamified learning environments to enhance educational outcomes.

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