Cited by 23Virtual Reality Applications and ImpactsAugmented Reality ApplicationsEducational Innovations and Challenges

Immersive University Model: A Tool to Increase Higher Education Competitiveness

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Artyukhov, Artem, Volk, Iurii, Dluhopolskyi, Oleksandr, Mieszajkina, Elena, Myśliwiecka, Agata·2023·Sustainability

Abstract

The current paper substantiates the effectiveness of immersive learning applications for youth. Emphasis is placed on the fact that the “immersion” of students can be carried out not only through virtual and augmented reality but also in any constructed environment that provides any “immersion” in active and interactive teaching methods. A bibliometric analysis was conducted for the “immersive learning” search query to identify keywords and phrases’ main clusters and their relationships. Based on the bibliometric analysis, the concept of forming an immersive learning model based on a sequential transition between the “dimensions” was formed. The model is developed considering the degree of involvement in the learning scenarios. A multidimensional classification model for immersive learning tools is proposed. A university case of building an immersive learning environment as part of the “electronic university” information system is presented. A technological solution is proposed for evaluating the effectiveness of testing immersive learning tools.

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  • Immersive innovation engagements reshape learners' meaning-making towards creative entrepreneurial perspectives rather than purely disciplinary technical frames.

    “Immersive innovation engagements also reshape learners’ meaning-making towards creative entrepreneurial perspectives rather than purely disciplinary technical frames33–35.”

    From Project based learning framework integrating industry collaboration to enhance student future readiness in higher education (2025) · cites this paper as [35]

    Theoretical Background links immersive learning to creativity, innovation, and skills employers need; Section 3 describes active learning practices intended to develop creativity. The paper does not establish that these engagements reshape learners’ meaning-making toward entrepreneurial perspectives or away from disciplinary technical frames. The passages in our copy have no page numbers. (LLM, conf=0.83)

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1 of the 31 references couldn’t be matched to a known paper.

Research works printed but not linked: 1

  1. Punie, Y., Ed.; Publications Office of the European Union: Luxembourg, 2017; ISBN 978-92-79-73494-6. [CrossRef · DOI

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Authors
Artyukhov, A., Volk, I., Dluhopolskyi, O., Mieszajkina, E., & Myśliwiecka, A.
Affiliations
  • Academic and Research Institute of Business, Economics and Management, Sumy State University, 40-000 Sumy, Ukraine
  • Sumy State University (UA)
  • West Ukrainian National University (UA)
  • Lublin University of Technology (PL)
Corresponding author
Dluhopolskyi, Oleksandr
Venue
Sustainability
Publisher
MDPI AG
Published
2023-05-09
Volume
15
Issue
10
Pages
7771
ISSN
2071-1050 (ISSN-L)
OpenAlex
W4376115108
Cited by
18
References
31
Citations by year
2026: 1 · 2025: 8 · 2024: 7 · 2023: 2
FWCI
3.11
Type
journal article
Language
en
Open access
Locations
  • Sustainability (publishedVersion, cc-by)
  • Electronic Sumy State University Institutional Repository (Sumy State University) (submittedVersion, cc-by)
  • RePEc: Research Papers in Economics (submittedVersion)
Funders
  • Ministry of Education and Science of Ukraine (0121U109553, 0122U000772, VEGA 1/0392/23)
  • Scientific Grant Agency of the Ministry of Education, Science, Research and Sport of the Slovak Republic and Slovak Academy of Sciences (0121U109553, 0122U000772, VEGA 1/0392/23)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Physical Sciences › Computer Science › Information Systems › Educational Innovations and Challenges
Keywords
immersive learning, higher education competitiveness, virtual reality, augmented reality, electronic university, student engagement

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