Qualitative synthesis demonstrates enhanced accessibility and collaborative learning through immersive technologies across diverse educational settings, highlighting crucial infrastructure and...
This study presents a conceptual and case-based exploration of virtual reality (VR) and augmented reality (AR) technologies in inclusive education. The article synthesizes evidence on functional, pedagogical, and accessibility aspects of immersive learning environments, drawing on peer-reviewed literature and illustrative case studies from Kazakhstan, Kyrgyzstan, and Moldova. Sources were selected based on thematic relevance, scientific validity, and inclusion of practical or theoretical applications of VR. Case studies were selected based on their representativeness of technical, secondary, and higher education contexts. It analyzes pedagogical affordances, engagement potential, and inclusive design features but also takes into account implementation barriers, infrastructural requirements, and professional development needs for educators. The study points to the potential of VR and AR to facilitate adaptive, interactive, and collaborative learning and offers insights into the conditions under which these technologies may improve accessibility and participation for diverse learners. The article combines regional case evidence and theoretical synthesis to contribute to the discussion of immersive educational technologies and to provide guidance for instructional design, institutional planning, and inclusion strategies. While outcomes are context-specific and based on secondary evidence, the study outlines considerations for feasible and sustainable implementation in varied educational settings.
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Novikova et al. (2026) studied this question.
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