Leveraging virtual reality technology for innovative business education in Nigerian higher institutions

This study investigated the Leveraging Virtual Reality Technology for Innovative Business Education in Nigerian Higher Institutions. The study was guided by two specific objectives: to examine the extent of adoption and utilization of VR in Business Education, and to assess its perceived impact on students’ engagement, understanding, and acquisition of practical business skills. A descriptive survey research design was employed, and the population comprised Business Education lecturers, students, ICT/EdTech officers, and Heads of Departments/Deans, across six purposively selected higher institutions in Nigeria. A total of 300 respondents were selected using purposive and stratified random sampling techniques. Data were collected using a 21-item structured questionnaire titled Virtual Reality Integration in Business Education Questionnaire (VRIBEQ). The instrument was validated by experts in Business Education and Educational Technology and yielded a reliability coefficient of 0.82 using Cronbach’s Alpha. Responses were measured on a 4-point Likert scale and analyzed using descriptive statistics such as mean and standard deviation. Findings revealed that Virtual Reality technology is adopted and utilized to a moderate extent in Business Education programs, with the highest agreement on investment in VR infrastructure and lecturer training. However, interactive classroom applications, particularly VR simulations of business environments, were found to be less frequently implemented. In terms of perceived impact, respondents agreed that VR significantly enhances student engagement, interest, collaboration, and cognitive skill development. Nonetheless, a relatively lower rating was observed regarding VR’s ability to fully bridge theoretical knowledge with real-world practice. The study concludes that while Nigerian higher institutions are making commendable efforts in integrating VR technology into Business Education, more emphasis is needed on its classroom-based interactive application to maximize its potential for practical skill development and real-world business understanding.

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Publication Details

Journal
Kampala International University Journal of Education
Published
2025-05-29
DOI
https://doi.org/10.59568/kjed-2025-5-1-20
Primary Topic
Online and Blended Learning
Type
article
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article

Leveraging virtual reality technology for innovative business education in Nigerian higher institutions

Cletus Akpo Atah, Maria Ohobu Ingwe, Maureen Barong Abang
Kampala International University Journal of Education
Online and Blended Learning
article

Leveraging virtual reality technology for innovative business education in Nigerian higher institutions

Cletus Akpo Atah, Maria Ohobu Ingwe, Maureen Barong Abang
article en

Abstract

This study investigated the Leveraging Virtual Reality Technology for Innovative Business Education in Nigerian Higher Institutions. The study was guided by two specific objectives: to examine the extent of adoption and utilization of VR in Business Education, and to assess its perceived impact on students’ engagement, understanding, and acquisition of practical business skills. A descriptive survey research design was employed, and the population comprised Business Education lecturers, students, ICT/EdTech officers, and Heads of Departments/Deans, across six purposively selected higher institutions in Nigeria. A total of 300 respondents were selected using purposive and stratified random sampling techniques. Data were collected using a 21-item structured questionnaire titled Virtual Reality Integration in Business Education Questionnaire (VRIBEQ). The instrument was validated by experts in Business Education and Educational Technology and yielded a reliability coefficient of 0.82 using Cronbach’s Alpha. Responses were measured on a 4-point Likert scale and analyzed using descriptive statistics such as mean and standard deviation. Findings revealed that Virtual Reality technology is adopted and utilized to a moderate extent in Business Education programs, with the highest agreement on investment in VR infrastructure and lecturer training. However, interactive classroom applications, particularly VR simulations of business environments, were found to be less frequently implemented. In terms of perceived impact, respondents agreed that VR significantly enhances student engagement, interest, collaboration, and cognitive skill development. Nonetheless, a relatively lower rating was observed regarding VR’s ability to fully bridge theoretical knowledge with real-world practice. The study concludes that while Nigerian higher institutions are making commendable efforts in integrating VR technology into Business Education, more emphasis is needed on its classroom-based interactive application to maximize its potential for practical skill development and real-world business understanding.

Kampala International University Journal of EducationVol. 5(1)
Openalex Percentile: Top 82%
Online and Blended Learning
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