Virtual reality in libraries to enhance children's learning engagement: a conceptual framework

Purpose This paper aims to propose a conceptual framework that explores how Virtual Reality (VR) can enhance children's learning engagement in library environments. As libraries transform into interactive learning hubs, integrating immersive technologies presents new possibilities for engaging young learners. Design/methodology/approach The study adopts a conceptual research approach grounded in three theoretical foundations: cognitive theory of multimedia learning, flow theory and the technology acceptance model. A systematic literature review and theoretical synthesis inform the development of the proposed model. This study is conceptual in nature and does not include empirical validation, but provides a foundation for future empirical research. Findings The framework highlights the roles of VR experience quality and educational content relevance in enhancing perceived enjoyment, curiosity stimulation and library space perception. These mediating factors contribute to greater learning engagement among children. The study identifies key constructs and relationships that explain how immersive VR environments can transform passive library visits into meaningful and engaging learning experiences. Practical implications This study offers a theoretical base for future empirical research and practical guidance for educators, librarians and policymakers aiming to implement VR technologies in libraries effectively. Originality/value This paper fills a gap in existing literature by focusing on children's engagement with VR in library contexts, a topic often overlooked in educational and technological research. The conceptual model provides a foundation for advancing research in immersive learning environments within public and school libraries.

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Publication Details

Journal
Library Hi Tech
Published
2026-06-17
DOI
https://doi.org/10.1108/lht-07-2025-0175
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Virtual reality in libraries to enhance children's learning engagement: a conceptual framework

Md. Armanul Haque, Zihadur Rahman
Library Hi Tech
Virtual Reality Applications and Impacts
article

Virtual reality in libraries to enhance children's learning engagement: a conceptual framework

Md. Armanul Haque, Zihadur Rahman
article en

Abstract

Purpose This paper aims to propose a conceptual framework that explores how Virtual Reality (VR) can enhance children's learning engagement in library environments. As libraries transform into interactive learning hubs, integrating immersive technologies presents new possibilities for engaging young learners. Design/methodology/approach The study adopts a conceptual research approach grounded in three theoretical foundations: cognitive theory of multimedia learning, flow theory and the technology acceptance model. A systematic literature review and theoretical synthesis inform the development of the proposed model. This study is conceptual in nature and does not include empirical validation, but provides a foundation for future empirical research. Findings The framework highlights the roles of VR experience quality and educational content relevance in enhancing perceived enjoyment, curiosity stimulation and library space perception. These mediating factors contribute to greater learning engagement among children. The study identifies key constructs and relationships that explain how immersive VR environments can transform passive library visits into meaningful and engaging learning experiences. Practical implications This study offers a theoretical base for future empirical research and practical guidance for educators, librarians and policymakers aiming to implement VR technologies in libraries effectively. Originality/value This paper fills a gap in existing literature by focusing on children's engagement with VR in library contexts, a topic often overlooked in educational and technological research. The conceptual model provides a foundation for advancing research in immersive learning environments within public and school libraries.

Library Hi Tech
Uttara University (BD), Lasker Foundation (US), University of Rajshahi (BD)
Quality Education
Openalex Percentile: Top 5%
Virtual Reality Applications and Impacts
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