In 1977 Atari invented Pong, one of the most influential video games ever created. By 1982 in their Sunnyvale research laboratory, they secretly started working on a new, far out concept called virtual reality (VR). VR has been defined as the use of interactive simulations created with computer hardware and software to present users with opportunities to engage in environments that appear and feel similar to real-world objects and events. (Weiss, Kizony, Feintuch, & Katz, 2006). A body
of evidence supports VR simulation asan effective pedagogy. Prioritization should examine curricular design and best practice methodology. It is understood that technology in education has a tendency to focus on pedagogy learners engagement, which is totally reasonable, as it is all about learning & teaching. Technology such as VR dissects education through a variety of integrated modalities & adoption of immersive tech is a digital transformation journey that absorbs all stakeholders from executives to ground staff
Bradley R Chesham
Medical Mycology: Open Access received 164 citations as per google scholar report