Virtual Reality in Education and Its Impact on Adolescent Learning and Mental Health
Abstract
Virtual Reality (VR) is a rapidly evolving technology with increasingly widespread applications in the field of education. This brief review examines the impact of VR on adolescent learning and mental health, highlighting both its educational benefits and potential psychological risks. According to current literature, the use of VR in secondary education can enhance cognitive engagement, focus, and active learning by offering an immersive, interactive, and multisensory environment. Particular emphasis is placed on the personalized learning experience, which can strengthen adolescents' intrinsic motivation and promote deeper understanding of complex concepts. However, unregulated or prolonged exposure to VR environments may lead to adverse outcomes such as addictive behavior, social withdrawal, emotional dysregulation, and cybersickness. These effects are particularly concerning during adolescence, a developmental period characterized by identity formation and the strengthening of self-regulation and social interaction skills. When applied responsibly, within appropriate pedagogical and psychosocial frameworks, VR holds great potential as a valuable tool for modern educational and mental health interventions aimed at adolescents.
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