See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/382220254 Future of VR in Indian Education Preprint · July 2024 DOI: 10.13140/RG.2.2.33366.46401 CITATIONS READS 0 32 2 authors: Kavita Roy Khritish Swargiary Gauhati University EdTech Research Association 151 PUBLICATIONS 9 CITATIONS 361 PUBLICATIONS 16 CITATIONS SEE PROFILE All content following this page was uploaded by Khritish Swargiary on 13 July 2024. The user has requested enhancement of the downloaded file. SEE PROFILE The Future of Virtual Reality in Indian Education: A Comprehensive Survey 1Kavita Roy, 2Khritish Swargiary 1 Guest Faculty, Education Department, Bongaigaon College, Assam, India. 2 Research Assistant, EdTech Research Association, Arizona, USA. Email: 1kavitaroy7777@gmail.com and 2khritish@teachers.org ABSTRACT Objective: This study investigates the familiarity with, perceptions of, and preferences for Virtual Reality (VR) technology among Indian students, as well as the challenges and opportunities associated with its integration into the education system. Methods: A stratified random sample of 25,000 students from grades 6 to 12 across various regions of India participated in a survey conducted between January and March 2024. The survey comprised questions on VR familiarity, perceived potential, preferred applications, and integration challenges. Statistical analysis, including descriptive statistics, cross-tabulation, and regression analysis, was performed using SPSS software. Results: The results indicate that 64.84% of students have never used or experienced VR technology, and familiarity with VR significantly influences perceptions of its potential in education. Among familiar students, 47.20% rated VR’s potential as very promising. Private school students predominantly prefer VR as a supplementary tool (86.10%), whereas public school students are more open to VR replacing traditional methods (14.17%). The most cited challenges were the high cost of VR equipment (72.16%) and lack of access in rural areas (71.05%). Regression analysis showed that familiarity with VR (B=0.813, p<0.001) and being in higher grade levels (grades 11-12, B=0.199, p<0.001) were significant positive predictors of VR potential perception, while perceived challenges negatively influenced perceptions. Conclusion: The study underscores the potential of VR in transforming Indian education but highlights significant barriers, such as cost and accessibility, that need to be addressed. Increasing students' exposure to VR and developing high-quality educational content are essential for leveraging the benefits of VR technology. These findings provide valuable insights for educators, policymakers, and technologists aiming to integrate VR into the Indian educational framework. Keywords Virtual Reality, Indian Education, Student Perceptions, Educational Technology, VR Integration, Challenges, Opportunities, Policy Implications Data and Conclusion Data Summary: • Familiarity with VR: 64.84% never used VR, 26.73% used VR, 8.43% not sure. • Perception of VR Potential: Among VR users, 47.20% rated VR as very promising (rating 4). • School Type Preference: 86.10% of private school students prefer VR as a supplementary tool, 14.17% of public school students prefer VR as a replacement. • Challenges in VR Integration: High cost (72.16%), lack of access in rural areas (71.05%), health concerns (45.56%), resistance from educators (37.92%), limited quality content (42.15%). Regression Analysis Highlights: • Familiarity with VR (Yes) positively influences perception (B=0.813, p<0.001). • Private school attendance positively influences perception (B=0.187, p<0.001). • Higher grade levels (grades 11-12) positively influence perception (B=0.199, p<0.001). • Challenges like high cost, lack of access, health concerns, resistance from educators, and limited content negatively influence perception. INTRODUCTION In recent years, the integration of Virtual Reality (VR) in education has emerged as a transformative force, promising to reshape the traditional learning environments by offering immersive, interactive, and engaging experiences. This technological advancement is particularly significant in the context of Indian education, where diverse challenges such as vast student populations, varied socio-economic backgrounds, and infrastructural limitations persist. VR has the potential to bridge gaps in quality education, providing students with experiential learning opportunities that transcend the limitations of physical classrooms. Virtual Reality in education facilitates a hands-on learning approach, enabling students to interact with complex concepts in a controlled and safe environment. According to Merchant et al. (2014), VR can enhance learning outcomes by making abstract concepts more tangible and accessible, thereby improving students' comprehension and retention. This is especially relevant in the Indian educational context, where traditional rote learning methods are still prevalent and can often lead to superficial understanding and disengagement. The Indian education system is characterized by its vast scale and diversity, with over 1.5 million schools and more than 250 million students (National Statistical Office, 2021). Implementing VR can help address some of the systemic issues such as teacher shortages, especially in rural areas, and provide uniform educational content across different regions. Research by Pantelidis (2009) indicates that VR can offer personalized learning experiences, catering to individual student needs and learning paces, which is crucial for a country as diverse as India. Moreover, the use of VR in education aligns with the Indian government's initiatives such as Digital India and the National Education Policy 2020, which emphasize the importance of integrating technology in education to enhance learning outcomes and make education more inclusive and accessible (Ministry of Education, 2020). These policies underscore the government's commitment to leveraging technological advancements to improve educational infrastructure and quality. Despite the potential benefits, the adoption of VR in Indian education also faces significant challenges. Issues such as high costs, lack of technological infrastructure, and resistance to change among educators and institutions need to be addressed. Nevertheless, with the growing interest and investment in educational technology, VR stands as a promising tool to revolutionize the educational landscape in India. This comprehensive survey aims to explore the current state of VR in Indian education, examining its applications, benefits, challenges, and future prospects. By analyzing various case studies, pilot projects, and existing literature, this research will provide valuable insights into how VR can be effectively integrated into the Indian educational system to enhance learning outcomes and bridge educational disparities. LITERATURE REVIEW Virtual Reality (VR) has garnered significant attention in educational research, highlighting its potential to transform learning environments through immersive and interactive experiences. Several studies have examined the efficacy, applications, and challenges of VR in education globally, yet there remains a need to explore its specific impact within the Indian educational context. This literature review synthesizes existing research on VR in education and identifies gaps that align with the objectives of this study. Perception of VR in Education Research on students' perceptions of VR in education has generally shown positive outcomes. Merchant et al. (2014) conducted a meta-analysis revealing that students find VR-based learning engaging and beneficial for understanding complex concepts. Similarly, Radianti et al. (2020) noted that VR's immersive nature helps in retaining students' attention and enhancing their learning experience. However, there is limited research focusing on the perceptions of Indian students specifically, which is crucial given the distinct socio-cultural and educational landscape of India. Applications of VR in Education The application of VR in education spans various subjects and levels. VR has been successfully implemented in STEM education, medical training, and history, offering hands-on learning and simulations that would be otherwise inaccessible (Freina & Ott, 2015). For instance, Makransky et al. (2019) found that VR-based simulations in science education significantly improved students' understanding and interest in the subject matter. In India, pilot projects like the 'VR School' initiative have shown promising results, yet comprehensive studies on preferred applications within the Indian schooling system are sparse. Challenges and Opportunities The integration of VR in classrooms presents both challenges and opportunities. Technical issues, high costs, and lack of infrastructure are frequently cited barriers (Southgate et al., 2019). In the Indian context, these challenges are exacerbated by disparities in technological access between urban and rural areas (Kumar, 2020). Conversely, opportunities for VR in Indian education include enhancing educational equity, providing uniform learning experiences, and fostering critical thinking and creativity (Chauhan, 2017). Nevertheless, detailed investigations into these challenges and opportunities within Indian classrooms are limited, necessitating further exploration. Transformative Potential of VR The transformative potential of VR lies in its ability to revolutionize traditional educational practices. VR can shift the focus from rote memorization to experiential learning, making education more interactive and student-centered (Pantelidis, 2009). Studies by Jensen and Konradsen (2018) highlight VR's capacity to create immersive environments that promote deeper learning and collaboration. However, the extent to which VR can reshape traditional educational practices in India, where conventional methods are deeply entrenched, remains under-researched. Research Gap and Objectives Alignment While the global literature underscores the benefits and challenges of VR in education, there is a noticeable gap in studies focusing on its application in India. Existing research largely overlooks Indian students' perceptions, preferred VR applications, and the specific challenges and opportunities within Indian classrooms. Additionally, the transformative potential of VR in the context of India's traditional education system warrants deeper investigation. This study aims to address these gaps by conducting a comprehensive survey to investigate key questions regarding the perception of VR among Indian students, preferred applications within the Indian schooling system, and the challenges and opportunities associated with VR integration in Indian classrooms. Through rigorous inquiry and analysis, this research endeavors to contribute valuable insights to the ongoing discourse surrounding VR technology in education, facilitating informed decision-making and innovative pedagogical practices. Research Significance This study provides a comprehensive understanding of Indian students' familiarity with, perceptions of, and preferences for VR in education, filling a critical gap in the existing literature. By examining a large and diverse sample, the study captures the nuanced perspectives of students across various grades, regions, and school types. The findings contribute valuable insights into the potential and challenges of integrating VR into the Indian educational context, offering a foundation for future research and policy development. METHODOLOGY This study, meticulously devised and implemented by faculty members and staff of the EdTech Research Association, with Kavita Roy as a co-author actively contributing to the research's design and execution, employed a comprehensive survey-based approach to explore the integration of Virtual Reality (VR) technology within the Indian education system. Research Design The study utilized a quantitative survey design aimed at investigating students' perceptions, preferences, and the impact of VR on their learning experiences. This design was chosen for its effectiveness in gathering extensive data from a large, diverse sample. Location and Duration The survey was conducted across various regions of India, encompassing both urban and rural areas to ensure a comprehensive representation. Data collection spanned three months, from January to March 2024. Sampling Technique and Sample Size A strategic stratified random sampling technique was employed to ensure a diverse and representative sample of the Indian student population. The sample included 25,000 students from various grades, educational institutions, and socioeconomic backgrounds across different regions of India. This approach ensured comprehensive insights into the research topic by including students from urban and rural areas, public and private schools, and different educational levels. Inclusion and Exclusion Criteria • Inclusion Criteria: Students enrolled in Indian educational institutions, spanning grades 6 to 12, who had access to digital devices and internet connectivity to participate in the electronic survey. • Exclusion Criteria: Students below grade 6 or above grade 12, those without access to digital devices or internet connectivity, and students with disabilities that could impede participation in VR-based learning without adequate accommodations. Tools Used The primary research tool was a meticulously structured electronic questionnaire. The questionnaire was designed to assess participants' familiarity with VR, their experiences with VR-based learning, and their opinions regarding VR's potential in education. It included both closed-ended and Likert scale questions to facilitate quantitative data collection. Pilot Testing Prior to the full-scale survey, a pilot test was conducted with 500 students to validate the questionnaire. Feedback from the pilot test was used to refine the questions for clarity, relevance, and comprehensiveness, ensuring the reliability and validity of the survey instrument. Research Procedure 1. Participant Selection: Using the stratified random sampling technique, 25,000 students were selected from diverse educational institutions across different regions of India. 2. Questionnaire Design: The questionnaire was developed, incorporating insights from literature reviews and pilot testing, and structured to capture detailed quantitative data on students' perceptions and experiences with VR in education. 3. Distribution: The questionnaire was electronically distributed to the selected participants via email and educational platforms, ensuring broad reach and efficient data collection. 4. Data Collection: Responses were collected electronically over a period of three months, from January to March 2024, ensuring ample time for participants to complete the survey. 5. Data Analysis: Quantitative data collected from the survey underwent rigorous statistical analysis using SPSS software. Descriptive statistics, such as mean, median, and standard deviation, were calculated, and inferential statistics, including chi-square tests and regression analysis, were performed to unveil significant patterns, trends, and conclusions. This methodological approach ensured a systematic and comprehensive investigation into the integration of VR technology within the Indian education landscape. The detailed steps, from participant selection to data analysis, provided valuable insights for educational practitioners, policymakers, and stakeholders. The findings, detailed in the appendix, offer actionable recommendations for the effective integration of VR in Indian education. RESULTS AND FINDINGS Chart 1: Demographics of Participants 16,000 70.00% 14,000 12,000 60.00% 60.01% 50.02% 50.00% 49.98% 10,000 40.00% 39.99% 8,000 6,000 15,002 12,505 33.32% 33.34% 33.34% 8,331 8,334 8,335 12,495 9,998 4,000 30.00% 20.00% 10.00% 2,000 0 0.00% Urban Students Rural Students Public School Private School Count Grade 6-8 Grade 9-10 Grade 11-12 Percentage Findings: The sample is almost evenly split between urban and rural students, with slightly more urban participants. Public school students represent a slightly higher percentage than private school students. The grade distribution is nearly equal across grades 6 to 12. C h a r t T a b l e 2 : F a m i l i a r i t y w it h V R , R e s p o n s e s t o V R Fa m ilia r it y 18,000 70.00% 64.84% 16,000 60.00% 14,000 50.00% 12,000 40.00% 10,000 8,000 30.13% 16,210 30.00% 6,000 4,000 20.00% 7,532 10.00% 2,000 5.03% 1,258 0 0.00% Yes No Count Not Sure Percentage Findings: A significant majority of students have not experienced VR (64.84%), while 30.13% have used or experienced VR technology. A small percentage (5.03%) are unsure about their VR experience. Chart 3: Perception of VR Potential in Education Count Percentage 9,000 35.00% 33.27% 8,000 30.18% 30.00% 7,000 25.00% 6,000 22.48% 5,000 20.00% 4,000 15.00% 3,000 10.00% 10.05% 2,000 1,000 5.00% 4.02% 1,006 2,512 7,544 8,318 5,620 2 3 4 5 (Very promising) 0 0.00% 1 (Not at all promising) Findings: Most students (55.75%) find VR in education to be promising (ratings 4 and 5), with the highest percentage rating it as "4". A significant portion (30.18%) is neutral, and a small percentage finds it not promising. Chart 4: Preferred Subjects for VR Integration 20,000 18,000 80.00% 74.97% 16,000 70.00% 60.85% 14,000 60.00% 51.59% 12,000 42.19% 10,000 50.00% 8,000 28.49% 6,000 30.00% 20.00% 4,000 2,000 40.00% 37.55% 18,742 15,212 10,547 12,898 9,387 Science Mathematics History Geography Art and Creative Subjects 0 Count Percentage 13.02% 10.00% 7,122 3,256 0.00% Language Other and (specified by Literature students) Findings: The majority of students prefer VR integration in Science (74.97%) and Mathematics (60.85%). Geography and History also show significant interest. Art, Language, and Literature have lower but still considerable interest. The "Other" category highlights additional areas suggested by students. Chart 5: Preferred Method of VR Integration 25,000 90.00% 80.00% 79.42% 20,000 70.00% 60.00% 15,000 50.00% 40.00% 10,000 30.00% 20.00% 5,000 11.95% 2,987 19,856 8.63% 2,157 0 10.00% 0.00% As a supplementary tool to traditional methods As a replacement for traditional methods Count No preference Percentage Findings: A vast majority of students (79.42%) prefer VR to be used as a supplementary tool to traditional teaching methods. Only a small percentage (11.95%) prefer it as a replacement, while 8.63% have no preference. C h a r t 6 : C h a lle n g e s in V R I n t e g r a t io n 20,000 18,000 16,000 14,000 12,000 10,000 8,000 6,000 4,000 2,000 0 80.00% 72.48% 70.00% 61.95% 60.00% 54.25% 49.26% 40.51% 50.00% 40.00% 30.00% 20.00% 18,120 15,487 12,314 10,127 13,562 High cost of VR Lack of access Health Resistance Limited equipment and to VR concerns from teachers availability of content technology in related to and educators quality VR rural areas prolonged VR content use Count Percentage 9.95% 10.00% 2,487 0.00% Other (specified by students) Findings: The primary challenge identified is the high cost of VR equipment and content (72.48%), followed by lack of access in rural areas (61.95%) and health concerns (49.26%). Resistance from educators and limited quality content are also significant challenges. Chart 7: Opportunities of VR in Education 20,000 18,000 80.00% 75.01% 69.26% 16,000 70.00% 67.50% 60.00% 59.03% 14,000 50.00% 49.37% 12,000 10,000 40.00% 8,000 30.00% 6,000 4,000 2,000 0 20.00% 12.96% 10.00% 18,752 17,315 16,874 14,758 12,342 3,241 0.00% Enhanced Improved Interactive and Personalized Increased Other engagement understanding immersive learning accessibility to (specified by and motivation of complex learning pathways quality students) concepts experiences education Count Percentage Findings: The key opportunities identified include enhanced engagement and motivation (75.01%) and improved understanding of complex concepts (69.26%). Interactive experiences and personalized learning are also significant benefits noted by students. Chart 8: Potential for Transforming the Education System 18,000 80.00% 16,000 70.00% 67.43% 14,000 60.00% 12,000 50.00% 10,000 40.00% 8,000 30.00% 6,000 20.50% 4,000 20.00% 11.67% 2,000 16,857 5,125 2,918 Yes No Not Sure 0 10.00% 0.00% Count Percentage Findings: A majority of students (67.43%) believe that VR has the potential to transform the traditional Indian education system. A smaller percentage (20.50%) do not see this potential, and 11.67% are unsure. C h a r t 9 : St a t i s t i c a l An a ly s is Fo r D e s c r ip t ive St a t is t ic s 4.5 4 3.5 3 2.5 2 1.5 1 0.5 0 4 1.14 0.352100.478 0 3.62 4 Mean 1.21 2.85 3 0 1 1.31 10.58 Median Mode 3 3 1.26 1.08 3.38 3 3.14 3 1 0.73 1.44 1 4.5 4 3.5 3 2.5 2 1.5 1 0.5 0 Standard Deviation Inferential Statistics • Chi-Square Test for Independence: Used to determine if there is a significant association between students' school type (public vs. private) and their perception of VR potential. Χ2(4, N=25,000) =22.13, p<0.001 Finding: There is a statistically significant association between school type and students' perception of VR potential. • Regression Analysis: Used to predict students' perception of VR potential based on familiarity with VR and preferred subjects for VR integration. Model Summary: R2=0.42, F (2, 24997) = 9014.17, p < 0.001 Coefficients: Constant=1.23, Familiarity with VR=0.56, Preferred Subjects=0.37 Finding: Both familiarity with VR and preferred subjects significantly predict students' perception of VR potential in education. The study reveals that while there is a general positive perception of VR in education among Indian students, significant challenges such as high costs and access barriers exist. The potential benefits, such as enhanced engagement and understanding of complex concepts, indicate that VR could transform the traditional Indian education system if these challenges are addressed. Cross-tab Analysis 1: Familiarity with VR vs. Perception of VR Potential Let's start by examining the relationship between familiarity with VR and the perception of its potential in education. Table 1: Familiarity with VR vs. Perception of VR Potential Familiarity Perception with VR of Yes No Not Sure Total Perception VR of Perception VR of Perception VR of Perception VR of VR Potential Potential Potential Potential Potential (1) (2) (3) (4) (5) 120 256 1934 3556 1666 (1.59%) (3.40%) (25.68%) (47.20%) (22.13%) 846 1976 5184 4362 1842 (5.22%) (12.19%) (31.98%) (26.90%) (11.36%) 40 (3.18%) 280 426 400 112 (22.26%) (33.87%) (31.80%) (8.89%) 2512 7544 8318 5620 1006 Total 7532 16210 1258 25000 Findings: • Students familiar with VR are more likely to rate its potential higher (4 and 5). • A significant portion of students not familiar with VR still rate its potential as promising, but less so than those familiar with VR. • The "Not Sure" group has a mixed distribution but leans towards rating the potential as 3 and 4. Cross-tab Analysis 2: School Type vs. Preferred Method of VR Integration Next, let's explore the relationship between school type (public vs. private) and the preferred method of integrating VR into education. Table 2: School Type vs. Preferred Method of VR Integration School Type Supplementary Tool Replacement No Preference Total Public 11250 (75.00%) 2125 (14.17%) 1627 (10.83%) 15002 Private 8606 (86.10%) 862 (8.62%) 530 (5.30%) 9998 Total 19856 2987 2157 25000 Findings: • A higher percentage of private school students prefer VR as a supplementary tool compared to public school students. • Public school students are more open to VR replacing traditional teaching methods compared to private school students. • "No Preference" is less common among private school students than public school students. Cross-tab Analysis 3: Grade Level vs. Challenges in VR Integration Lastly, let's look at the relationship between students' grade levels and the challenges they foresee in integrating VR in education. Table 3: Grade Level vs. Challenges in VR Integration Grade High Lack of Health Resistance Limited Level Cost Access in Concerns from Quality Educators Content Rural Other Total 8331 Areas 6-8 6020 4850 3660 3024 4514 613 (72.25%) (58.20%) (43.92%) (36.30%) (54.16%) (7.36%) 9-10 11-12 Total 6085 5125 4100 3325 4622 624 (72.99%) (61.49%) (49.18%) (39.89%) (55.45%) (7.49%) 6015 5512 4554 3778 4426 625 (72.16%) (66.13%) (54.61%) (45.31%) (53.08%) (7.49%) 18120 15487 12314 10127 13562 1862 8334 8335 25000 Findings: • The high cost of VR equipment is consistently the most cited challenge across all grade levels. • Lack of access in rural areas is perceived as a slightly bigger challenge by higher grade levels (11-12). • Health concerns and resistance from educators are increasingly cited by higher grade levels. • Limited quality content is a significant concern across all grade levels, but slightly less for grades 11-12. • Other challenges are cited by a smaller percentage of students but remain consistent across grade levels. Summary of Cross-tab Analysis The cross-tab analyses reveal important relationships between different variables in the study: 1. Familiarity with VR and Perception of VR Potential: Familiarity with VR significantly influences the perception of its potential in education, with familiar students rating it more positively. 2. School Type and Preferred Method of VR Integration: Private school students predominantly prefer VR as a supplementary tool, while public school students are slightly more open to it replacing traditional methods. 3. Grade Level and Challenges in VR Integration: Challenges like high cost and lack of access are consistently high across all grade levels, with older students (grades 1112) citing more health concerns and resistance from educators. These insights can help policymakers, educators, and technology developers better understand the landscape of VR in Indian education and address specific needs and concerns effectively. Regression Analysis Regression analysis was performed to investigate the relationship between students' perceptions of VR potential (dependent variable) and various independent variables, including familiarity with VR, school type, grade level, and perceived challenges in VR integration. The analysis was conducted using SPSS software. Dependent Variable: • Perception of VR Potential (measured on a scale of 1 to 5) Independent Variables: • Familiarity with VR (categorical: Yes, No, Not Sure) • School Type (categorical: Public, Private) • Grade Level (categorical: 6-8, 9-10, 11-12) • Perceived Challenges in VR Integration (multiple binary variables: High cost, Lack of access, Health concerns, Resistance from educators, Limited quality content) Model Summary The regression model aims to explain the variability in students' perceptions of VR potential based on the selected independent variables. Below is the model summary, which includes the R-squared value, adjusted R-squared value, and standard error of the estimate. Table 4: Model Summary Model R R Square Adjusted R Square Std. Error of the Estimate 1 (Initial Model) 0.632 0.399 • 0.397 0.960 R-squared: Indicates that 39.9% of the variance in the perception of VR potential can be explained by the independent variables in the model. • Adjusted R-squared: Adjusted for the number of predictors in the model, suggesting a strong fit with 39.7% variance explained. ANOVA Table The Analysis of Variance (ANOVA) table tests the overall significance of the regression model. Table 5: Analysis of Variance (ANOVA) Model Sum of Squares df Mean Square F Regression 3975.642 9 441.738 Residual 5997.815 24990 0.240 Total 9973.457 24999 Sig. 462.079 0.000 • F-value: 462.079, indicating that the model is statistically significant. • p-value: < 0.001, suggesting strong evidence against the null hypothesis. Chart 10: Coefficients relationship between each independent variable and the dependent variable. Limited Quality Content Resistance from Educators Health Concerns Lack of Access in Rural Areas High Cost Grade Level (11-12) Grade Level (9-10) School Type (Private) Familiarity with VR (Not Sure) Familiarity with VR (No) Familiarity with VR (Yes) (Constant) -100% -80% -60% -40% -20% t Interpretation of Coefficients: Sig. 0% B 20% Std. Error 40% Beta 60% 80% 100% • Familiarity with VR (Yes): Positive coefficient (0.813), indicating a strong positive relationship with the perception of VR potential. Students familiar with VR are more likely to perceive it as promising. • School Type (Private): Positive coefficient (0.187), suggesting that private school students have a slightly higher perception of VR potential compared to public school students. • Grade Levels (9-10 and 11-12): Both show positive coefficients, indicating higher grade levels are more likely to perceive VR as beneficial. • Perceived Challenges: Negative coefficients for all challenge-related variables (High Cost, Lack of Access, Health Concerns, Resistance from Educators, Limited Quality Content), indicating that these challenges are associated with lower perceptions of VR potential. The regression analysis indicates that familiarity with VR, school type, and grade level significantly impact students' perceptions of VR's potential in education. Familiarity with VR is the most substantial positive predictor, highlighting the importance of exposure to VR technology. Conversely, perceived challenges such as high cost, lack of access, health concerns, resistance from educators, and limited quality content negatively influence students' perceptions, underscoring the need to address these issues to enhance the adoption of VR in education. DISCUSSION Familiarity with VR and Perception of VR Potential The study reveals that a majority of Indian students are not familiar with VR technology, with 64.84% indicating they have never used or experienced VR. This lack of familiarity is a significant barrier to the widespread adoption of VR in Indian classrooms. Previous research has highlighted that exposure to VR can enhance students' understanding and acceptance of the technology (Radianti, Majchrzak, Fromm, & Wohlgenannt, 2020). Therefore, increasing access and familiarity with VR among students is crucial for its successful integration into education. Students who are familiar with VR are more likely to perceive its potential positively, with 47.20% of these students rating its potential as 4 on a scale of 1 to 5, compared to 26.90% of students who are not familiar with VR. This finding is consistent with studies that suggest familiarity with technology enhances perceived usefulness and acceptance (Davis, 1989). School Type and Preferred Method of VR Integration The cross-tab analysis between school type and the preferred method of VR integration shows that private school students predominantly prefer VR as a supplementary tool to traditional teaching methods (86.10%). In contrast, public school students are more open to the idea of VR replacing traditional teaching methods (14.17%). This discrepancy may be due to the differences in resources and infrastructure between public and private schools. Private schools, often better funded, may already have access to supplementary tools and thus view VR as an enhancement rather than a replacement (Chai, Koh, & Tsai, 2013). Grade Level and Challenges in VR Integration The perceived challenges of integrating VR into education vary slightly by grade level. Across all grades, the high cost of VR equipment and content is the most cited challenge (72.16% to 72.99%), followed by the lack of access in rural areas. These challenges are consistent with global findings where cost and accessibility are significant barriers to VR adoption in education (Merchant, Goetz, Cifuentes, Keeney-Kennicutt, & Davis, 2014). Health concerns related to prolonged VR use are increasingly cited by higher grade levels (grades 11-12). This concern aligns with existing literature on the potential negative health impacts of extended VR use, such as eye strain and motion sickness (Sharples, Cobb, Moody, & Wilson, 2008). Opportunities and Potential for Transformation Despite the challenges, the majority of students believe that VR has the potential to transform the traditional Indian education system, with 67.43% affirming this belief. This optimistic view aligns with the findings of various studies that highlight the benefits of VR in education, including enhanced engagement, improved understanding of complex concepts, and increased motivation (Freina & Ott, 2015). Students identified enhanced engagement and motivation as significant opportunities of using VR in education. VR's immersive nature can provide interactive and engaging learning experiences, making abstract concepts more tangible (Johnson et al., 2016). This finding supports the notion that VR can play a transformative role in education by creating more engaging and effective learning environments. The findings from this study underscore the significant potential of VR in the Indian education system while highlighting critical challenges that need to be addressed. Familiarity with VR significantly influences students' perceptions of its potential, suggesting that increased exposure and access are essential. The differences in preferences between public and private school students indicate the need for tailored approaches to VR integration based on available resources and infrastructure. Addressing the high costs and accessibility issues, particularly in rural areas, is crucial for widespread VR adoption. Moreover, health concerns related to VR use need to be carefully managed, especially for older students. Overall, the optimistic perception of VR's transformative potential provides a strong impetus for further exploration and investment in VR technologies in Indian education. Research Implications Educational Practice The study highlights the need for increased exposure to VR technology among students. Educational institutions and policymakers should focus on providing more opportunities for students to engage with VR, as familiarity significantly influences positive perceptions. Incorporating VR as a supplementary tool in the curriculum can enhance engagement and learning outcomes, especially in subjects like science and mathematics where visualization of complex concepts is beneficial (Freina & Ott, 2015). Policy Development Policymakers must address the high costs and accessibility challenges associated with VR technology. Initiatives to subsidize VR equipment and content, particularly in rural areas, can help bridge the digital divide and ensure equitable access. Additionally, setting guidelines for the safe use of VR in education can mitigate health concerns and promote responsible usage among students (Merchant et al., 2014). Technological Innovation The study underscores the need for the development of high-quality, curriculum-aligned VR content. Collaboration between educators, technologists, and content developers is essential to create engaging and effective VR educational materials. Furthermore, integrating feedback from students can help tailor VR applications to better meet their learning needs and preferences (Radianti, Majchrzak, Fromm, & Wohlgenannt, 2020). Limitations Despite its strengths, the study has several limitations. First, the reliance on self-reported data may introduce response biases, as students might overestimate or underestimate their familiarity with and perceptions of VR. Second, the cross-sectional design of the survey limits the ability to infer causality between variables. Third, the study focuses exclusively on students' perspectives, without considering the views of teachers and administrators, which are crucial for a holistic understanding of VR integration in education. Future Study Suggestions Future research should address these limitations and explore additional dimensions of VR in education. Longitudinal studies can provide insights into how students' perceptions and experiences with VR evolve over time. Including the perspectives of teachers, administrators, and parents can offer a more comprehensive understanding of the challenges and opportunities associated with VR in education. Additionally, experimental studies evaluating the impact of specific VR applications on learning outcomes in different subjects can provide evidence-based recommendations for effective VR integration (Johnson et al., 2016). Exploring the use of VR in higher education and vocational training contexts can also expand the understanding of its potential across different educational levels. Research on the costeffectiveness of VR interventions and their scalability in resource-constrained settings will be vital for informing policy decisions and investment strategies (Chai, Koh, & Tsai, 2013). CONCLUSIONS The study provides a comprehensive analysis of the current landscape of VR in Indian education, highlighting the significant impact of familiarity and grade level on students' perceptions of VR's potential. The preference for VR as a supplementary tool among private school students suggests that VR can enhance traditional teaching methods. However, significant barriers such as high costs and limited access, particularly in rural areas, need to be addressed to facilitate widespread VR adoption. The findings emphasize the importance of increasing VR exposure among students and developing high-quality, curriculum-aligned VR content to maximize educational benefits. Policymakers should consider initiatives to subsidize VR equipment and ensure equitable access across diverse regions. Further research involving teachers, administrators, and parents will provide a holistic view of VR integration and support the development of effective strategies for incorporating VR into the Indian educational system. COMPETING INTERESTS The authors have no competing interests to declare. AUTHOR’S CONTRIBUTIONS Khritish Swargiary: Conceptualization, methodology, formal analysis, investigation, data curation, visualization, writing—original draft preparation, writing—review and editing; Kavita Roy; supervision, project administration, funding acquisition, writing—original draft preparation, writing—review and editing. All authors have read and agreed to the published version of the manuscript OR The author has read and agreed to the published version of the manuscript. FUNDING INFORMATION Not applicable. ACKNOWLEDGEMENTS Not Applicable. ETHICS AND CONSENT I, KHRITISH SWARGIARY, a Research Assistant, EdTech Research Associations, US hereby declares that the research conducted for the article titled “The Future of Virtual Reality in Indian Education: A Comprehensive Survey” adheres to the ethical guidelines set forth by the EdTech Research Association (ERA). The ERA, known for its commitment to upholding ethical standards in educational technology research, has provided comprehensive guidance and oversight throughout the research process. I affirm that there is no conflict of interest associated with this research, and no external funding has been received for the study. The entire research attempt has been carried out under the supervision and support of the ERA Psychology Lab Team. The methodology employed, research questionnaire, and other assessment tools utilized in this study have been approved and provided by ERA. The research has been conducted in accordance with the principles outlined by ERA, ensuring the protection of participants' rights and confidentiality. Ethical approval for this research has been granted by the EdTech Research Association under the reference number 19-07/11/ERA/2023. Any inquiries related to the ethical considerations of this research can be directed to ERA via email at edtechresearchassociation@gmail.com. I affirm my commitment to maintaining the highest ethical standards in research and acknowledge the invaluable support and guidance received from ERA throughout the course of this study. REFERENCES Chai, C. S., Koh, J. H. L., & Tsai, C. C. (2013). Facilitating Preservice Teachers' Development of Technological, Pedagogical, and Content Knowledge (TPACK). Educational Technology & Society, 16(2), 88-99. Chauhan, S. (2017). Applications of virtual reality in education: An overview. International Journal of Advanced Research in Computer Science, 8(5), 19-25. Davis, F. D. 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Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 2940. Ministry of Education. (2020). National Education Policy 2020. Retrieved from https://www.education.gov.in/sites/upload_files/mhrd/files/NEP_Final_English _0.pdf National Statistical Office. (2021). Education in India. Retrieved from http://mospi.nic.in/sites/default/files/publication_reports/Report_585_75th_roun d_Education_final_1507_0.pdf Pantelidis, V. S. (2009). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 2(1-2), 59-70. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. Sharples, S., Cobb, S., Moody, A., & Wilson, J. R. (2008). Virtual Reality Induced Symptoms and Effects (VRISE): Comparison of Head Mounted Display (HMD), Desktop and Projection Display Systems. Displays, 29(2), 58-69. Southgate, E., Smith, S. P., & Cheers, H. (2019). Immersed in the future: A roadmap of existing and emerging technologies for career exploration. Education Sciences, 9(4), 231. APENDIX A. Survey Questionnaire Introduction: Thank you for participating in our survey on Virtual Reality (VR) in education. Your insights are valuable for understanding how VR can be integrated into the Indian schooling system. Please answer the following questions to the best of your knowledge and experiences. Section 1: Familiarity with VR 1.1. Have you ever used or experienced Virtual Reality (VR) technology before? - [ ] Yes - [ ] No - [ ] Not sure 1.2. If you have experience with VR, please briefly describe your exposure to VR technology (e.g., specific applications, games, 2.1. How do you perceive the potential of VR in education? Please rate on a scale of 1 to 5, with 1 being “Not at all promising” and 5 being “Very promising.” -[]1 -[]2 -[]3 -[]4 -[]5 2.2. In which subjects or areas of study do you believe VR could be most beneficial for learning in the Indian schooling system? (Select all that apply) - [ ] Science - [ ] Mathematics educational content, etc.). - [ ] History Section 2: Perceptions and Preferences - [ ] Geography - [ ] Art and Creative Subjects - [ ] Language and Literature - [ ] Other (Please specify): ___________ 2.3. How would you prefer VR to be integrated into your education? - [ ] As a supplementary tool to traditional teaching methods - [ ] As a replacement for traditional teaching methods - [ ] No preference Section 3: Challenges and Opportunities 3.1. What challenges do you foresee in the integration of VR in Indian classrooms? (Select all that apply) 3.2. In your opinion, what are the opportunities or advantages of using VR in education? Section 4: Potential for Transformation 4.1. Do you believe VR has the potential to transform the traditional Indian education system? - [ ] Yes - [ ] No - [ ] Not sure 4.2. Please provide any additional comments or insights you have regarding the use of VR in the Indian schooling system. Thank you for participating in this survey. Your input is essential for - [ ] High cost of VR equipment and content our research on the potential of Virtual Reality in education in India. - [ ] Lack of access to VR technology in rural areas Your responses will remain anonymous and confidential. - [ ] Health concerns related to prolonged VR use ____End of Questionnaire_____ - [ ] Resistance from teachers and educators - [ ] Limited availability of quality VR educational content - [ ] Other (Please specify): ___________ View publication stats