Abstract
The article presents the outcomes of the research of virtual and augmented reality technologies percularities and the possibility of their implementation in the educational process. The main reasons and technologies of virtual reality in the field of information technologies are determined. The analysis of virtual reality programs has been carried out. To determine the relevance of the implementation of virtual, augmented reality and game simulator technologies into the educational process the survey was created by the authors and conducted remotely among the population of Khmelnytskyi region on the Google Forms. The results of the conducted survey suggest the answers to a number of questions, including whether our society is ready to implement virtual, augmented reality and game simulators into the educational process of future specialists’ training, as the field of virtual reality research continues to expand relentlessly, the integration of VR (Virtual Reality) with various areas of human life continues. In addition to the survey in Google Forms, a survey was also conducted to collect information about currently existing virtual environments, programs and game simulators that can be added to educational components or integrated into other educational systems not only in the field of education (Minecraft, Cooking Simulator, PC Building Simulator 1-2, Google Arts & Culture). It is quite possible to integrate these simulators under the educational components of certain specialized subject areas. The conducted survey makes it possible to assume that users are already ready not only for the integration of virtual environments in the game sphere, but also for the full involvement of virtual technologies and game environments in the application of educational components. VR (Virtual Reality) and AR (Augmented Reality) technologies are gaining popularity in cultural, educational, gaming, business environments and more. The disturbed issues are studied in education, which encourages a deeper insight into the essence of the processes that take place under the influence of the latest information and communication developments.
Publisher
Publishing House Helvetica (Publications)
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