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Updated: Nov 19, 2025

Photorealistic Learned Landscapes for Augmented Reality
Published on: June 27, 2025
Authenticity, Interactivity, and Collaboration in VR Learning Games
Meredith M Thompson1, Annie Wang1, Dan Roy1
1Comparative Media Studies and Writing, Massachusetts Institute of Technology, Cambridge, MA, United States.
Abstract:
Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology.

