Evaluating the Use of 360-Degree Video in Education

Virtual reality (VR) has existed in the realm of education for over half a century; however, it has never achieved widespread adoption. This was traditionally attributed to costs and usability problems associated with these technologies, but a new generation of consumer VR headsets has helped mitigate these issues to a large degree. Arguably, the greater barrier is now the overhead involved in creating educational VR content, the process of which has remained largely unchanged. In this paper, we investigate the use of 360∘ video as an alternative way of producing educational VR content with a much lower barrier to entry. We report on the differences in user experience between 360∘ and standard desktop video. We also compare the short- and long-term learning retention of tertiary students who viewed the same video recordings but watched them in either 360∘ or standard video formats. Our results indicate that students retain an equal amount of information from either video format but perceive 360∘ video to be more enjoyable and engaging, and would prefer to use it as additional learning resources in their coursework.

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Publication Details

Journal
Electronics
Published
2025-04-29
DOI
https://doi.org/10.3390/electronics14091830
Citations
5
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
9.68
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article

Evaluating the Use of 360-Degree Video in Education

Sebastian Dunn, Burkhard Wüensche, Beryl Plimmer, Andrew Luxton-Reilly et al.
5 citations
Electronics
Virtual Reality Applications and Impacts
9.68
article

Evaluating the Use of 360-Degree Video in Education

Sebastian Dunn, Burkhard Wüensche, Beryl Plimmer, Andrew Luxton-Reilly, Sam Kavanagh
article en
5 citations

Abstract

Virtual reality (VR) has existed in the realm of education for over half a century; however, it has never achieved widespread adoption. This was traditionally attributed to costs and usability problems associated with these technologies, but a new generation of consumer VR headsets has helped mitigate these issues to a large degree. Arguably, the greater barrier is now the overhead involved in creating educational VR content, the process of which has remained largely unchanged. In this paper, we investigate the use of 360∘ video as an alternative way of producing educational VR content with a much lower barrier to entry. We report on the differences in user experience between 360∘ and standard desktop video. We also compare the short- and long-term learning retention of tertiary students who viewed the same video recordings but watched them in either 360∘ or standard video formats. Our results indicate that students retain an equal amount of information from either video format but perceive 360∘ video to be more enjoyable and engaging, and would prefer to use it as additional learning resources in their coursework.

ElectronicsVol. 14(9)
University of Auckland (NZ)
Openalex Percentile: Top 2%
Virtual Reality Applications and Impacts
9.68
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Evaluating the Use of 360-Degree Video in Education — Sebastian Dunn, Burkhard Wüensche, et al. · Electronics (2025) | TGRS Research Map | TGRS