Moskva, Moscow, Russian Federation
Russian Federation
The modern environment surrounding a young person is multidimensional and contains a significant number of attractive factors that make it difficult to focus on educational technologies. This negatively affects the effectiveness of training. Therefore, it is important to minimize such distracting phenomena in the learning process. The solution of these problems, according to the authors, lies in the development of immersive learning, which uses an artificial environment. This minimizes distracting phenomena, activates motivation through increased involvement in the learning process, and provides stimulating visualization. The article is devoted to the presentation of the results of the analysis of definitions, the role and connections of the components of immersive technological and vocational training, including the "immernet" as a natural environment for the development of immersive learning. It is shown that today the time factor is becoming relevant not only for specific individuals, but also for enterprises and for the state. The rapid pace of technological development leads to the fact that most formal training programs become obsolete almost immediately after its launch. The programs are poorly modifiable and the students studying on them do not acquire the skills of adaptability and mobility. This is due to the fact that software developers do not always take into account the interests of production or business, that is, they are not sensitive to the learning processes at the enterprise. In other words, the "traditional formal education system" does not meet the urgent needs of today's graduates. Most courses are organized not by tasks, but by topics. Therefore, many students are not able to solve rapidly changing production tasks. The content of the subjects around the topic gives an additional load, which in many cases is unjustified. In a 3D learning system, information in specific situational contexts is more important than outside of any problem or practice of action. As a result, many teachers began to identify a set of strict practical procedures in the content of formal training, allowing students to adapt to production processes at specific workplaces.
immersive learning, immersive learning technologies, technological learning, vocational training, productive learning, generative learning
1. About Nicktropolis. (n.d.). Welcome Citizens of Nicktropolis. Retrieved June 1, 2009, from www.nick.com/nicktropolis/game/
2. Abylkasymova A.E., Shishov S.E., Kalnei V.A., Ryakhimova E.G. Influence of high-tech society on the development of modern educational system. Journal of Higher Education Theory and Practice. 2022. T. 22. № 5. S. 201-206.
3. Amit Tyagi. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (2021). DOI: 10.4018/978-1-7998-4703-8
4. Brown, J.S., & Duguid, P. (2000). The Social Life of Information . Cambridge, MA: Harvard Business School Press
5. Charlie Fink. Metaverse Charlie Fink’s (2018). https://finkmetaverse.com/product/charlie-finks-metaverse/
6. Cross, J. (2007). Informal Learning: Rediscovering the Natural Pathways That Inspire Innovation and Performance . Hoboken, NJ: John Wiley & Sons
7. Dibbell, J. (2007, June 17). The Life of the Chinese Gold Farmer. Retrieved May 29, 2009, from New York Times Online Edition, www.nytimes.com/2007/06/17/magazine/17lootfarmers - t.html
8. Drucker, P.F. (1999, October). Beyond the Information Revolution. Atlantic Monthly, 284 (4), 47 – 57
9. Erin Pangilinan, Steve Lukas, Vasanth Mohan. Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing (2019). DOI 10.1007/978-3-030-19135-1. https://www.oreilly.com/library/view/creating-augmented-and/9781492044185/
10. Ford, J.K., & Weissbein, D.A. (1997). Transfer of Training: An Updated Review and Analysis. Performance Improvement Quarterly , 10 (2), 22 – 41
11. Gery, G. (2005, September 8). In Her Own Words: Gloria Gery on Performance. Performance Improvement Journal, 44 (8)
12. Hamilton, D.P. (2001, March 12). No Substitute: The Internet Does NOT Change Everything. The Wall Street Journal. Retrieved May 29, 2009, from http://people.kmi.open.ac.uk/marc/wsj/ index.html
13. Hof, R. (2006, November, 6). Second Life ’ s First Millionaire. Retrieved May 29, 2009, from The Tech Beat, www.businessweek.com/the_thread/techbeat/archives/2006/11/second_lifes_fi .html
14. Jennifer Whyte, Dragana Nikolić. Virtual Reality and the Built Environment (2018). https://www.routledge.com/Virtual-Reality-and-the-Built-Environment/Whyte-Nikolic/p/book/9781138668768#
15. M. Claudia tom Dieck, Timothy H. Jung, Sandra M. C. Loureiro. Augmented Reality and Virtual Reality: New Trends in Immersive Technology (2021). https://doi.org/10.1007/978-3-030-68086-2
16. Meyer, C. (2003). The Coming Convergence of Information, Biology, and Business . New York: Crown Business
17. Micheal Lanham. Augmented Reality Game Development (2017). https://www.packtpub.com/product/augmented-reality-game-development/9781787122888
18. Mitch McCaffrey. Unreal Engine VR Cookbook: Developing Virtual Reality with UE4 (2017). ISBN: 9781492044192. https://www.pearson.com/us/higher-education/program/Mc-Caffrey-Unreal-Engine-VR-Cookbook-Developing-Virtual-Reality-with-UE-4/PGM1226547.html
19. Raybould, B. (2000). Performance Support Engineering Part One: Key Concepts . Ariel PSE Technology
20. Robert Wells. Unity 2020 By Example: A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch. ISBN 9781800203389. https://github.com/PacktPublishing/Unity-2020-By-Example-Third-Edition
21. Shishov S.E., Popey-ool S., Abylkasymova A.E., Kalnei V., Ryakhimova E.G. Transformational learning of teachers: an analysis of the effectiveness. Revista on line de politica e gestao educacional. 2022. T. 26. № S2. S. e022059.
22. Stolovitch, H.D., & Keeps, E.J. (1999). Six Box Model from HPT. In Handbook of Human Performance Technology: Improving Individual and Organizational Performance Worldwide. San Francisco: Pfeiffer
23. Wu, S. (2007, June 20). Virtual Goods: The Next Big Business Model. Retrieved May 29, 2009, from TechCrunch, www.techcrunch.com/2007/06/20/virtual - goods - the - next - big - business - model/
24. Helen Papagiannis. Dopolnennaya real'nost'. Vse, chto vy hoteli uznat' o tehnologii buduschego (2019). 978-5-04-089971-5. https://bombora.ru/book/34537/