Advantages and Challenges of VR in Engineering Education

https://doi.org/10.56741/IISTR.esl.002117

Authors

Keywords:

engineering education, engineering student, training programs, Virtual Reality, VR simulations

Abstract

Virtual reality (VR) technology has the potential to revolutionise engineering education by providing students with immersive and interactive learning experiences not possible with conventional methods. Virtual reality can be used to simulate real-world environments and equipment, teach engineering concepts and principles, and prepare students for industry practices. However, the use of Virtual Reality in engineering education presents challenges, such as the limited availability and expense of VR equipment, the need for technical support and training for faculty and students, and the requirement for the creation and maintenance of Virtual Reality content. This issue was developed based on a narrative review and a literature review. The narrative review was conducted after the author studied and gathered the latest information. To effectively implement VR in engineering education, it is necessary to weigh the advantages and disadvantages of the technology and allocate resources accordingly. The benefit of VR in engineering education is increased accessibility to simulations and hands-on learning experiences, increased student engagement and motivation, the ability to visualize and manipulate 3D objects and concepts in a realistic environment, and the chance to safely test and experiment with equipment and processes. Future use of augmented reality (AR) and mixed reality (MR) technology in engineering education might provide students with even more immersive and interactive learning experiences. The use of Virtual Reality in engineering education has the potential to transform how engineering is taught and learnt by offering students more interesting and interactive learning experiences that better prepare them for success in the field.

Downloads

Download data is not yet available.

Author Biographies

Ayu Amanah, Universitas Bung Karno

Lecturer in mechanical engineering

Ihwan Ghazali, Universiti Teknikal Malaysia Melaka

lecturer in industrial engineering

Handi, Universitas Bung Karno

lecturer and head of mechanical engineering department in Universitas Bung Karno

Yusrizal, Universitas Bung Karno

Lecturer of mechanical engineering department in Universitas Bung Karno

Iwan Setiono, Universitas Bung Karno

lecturer of mechanical engineering in universitas Bung Karno

References

Soliman, M., et al., The Application of Virtual Reality in Engineering Education. Applied Sciences, 2021. 11(6): p. 2879. DOI: https://doi.org/10.3390/app11062879

Hernandez-de-Menendez, M. and R. Morales-Menendez, Technological innovations and practices in engineering education: a review. International Journal on Interactive Design and Manufacturing (IJIDeM), 2019. 13(2): p. 713-728. DOI: https://doi.org/10.1007/s12008-019-00550-1

di Lanzo, J.A., et al., A review of the uses of virtual reality in engineering education. Computer Applications in Engineering Education, 2020. 28(3): p. 748-763. DOI: https://doi.org/10.1002/cae.22243

Bashabsheh, A.K., H.H. Alzoubi, and M.Z. Ali, The application of virtual reality technology in architectural pedagogy for building constructions. Alexandria Engineering Journal, 2019. 58(2): p. 713-723. DOI: https://doi.org/10.1016/j.aej.2019.06.002

Arulanand, N., A.R. Babu, and P.K. Rajesh, Enriched Learning Experience using Augmented Reality Framework in Engineering Education. Procedia Computer Science, 2020. 172: p. 937-942. DOI: https://doi.org/10.1016/j.procs.2020.05.135

Marks, B. and J. Thomas, Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and Information Technologies, 2022. 27(1): p. 1287-1305. DOI: https://doi.org/10.1007/s10639-021-10653-6

Halabi, O., Immersive virtual reality to enforce teaching in engineering education. Multimedia Tools and Applications, 2020. 79(3): p. 2987-3004. DOI: https://doi.org/10.1007/s11042-019-08214-8

Udeozor, C., et al., Perceptions of the use of virtual reality games for chemical engineering education and professional training. Higher Education Pedagogies, 2021. 6(1): p. 175-194. DOI: https://doi.org/10.1080/23752696.2021.1951615

Hernández-de-Menéndez, M., A. Vallejo Guevara, and R. Morales-Menendez, Virtual reality laboratories: a review of experiences. International Journal on Interactive Design and Manufacturing (IJIDeM), 2019. 13(3): p. 947-966. DOI: https://doi.org/10.1007/s12008-019-00558-7

Özyurt, Ö., et al., A systematic review and mapping of the literature of virtual reality studies in earth science engineering education. Journal of Pedagogical Research, 2021. 5(2): p. 237-256. DOI: https://doi.org/10.33902/JPR.2021067651

Samarasinghe, D.A.S., S.A. Latif, and N. Baghaei. Virtual Reality Models for Promoting Learners' Engagement in Construction Studies. in 2019 IEEE Global Engineering Education Conference (EDUCON). 2019. DOI: https://doi.org/10.1109/EDUCON.2019.8725120

Yüzüak, Y. and H. Yiğit, Augmented reality application in engineering education: N-Type MOSFET. The International Journal of Electrical Engineering & Education. 0(0): p. 0020720920954150.

Singh, G., et al., Virtual reality learning environment for enhancing electronics engineering laboratory experience. Computer Applications in Engineering Education, 2021. 29(1): p. 229-243. DOI: https://doi.org/10.1002/cae.22333

Vergara, D., et al., Educational trends post COVID-19 in engineering: Virtual laboratories. Materials Today: Proceedings, 2022. 49: p. 155-160. DOI: https://doi.org/10.1016/j.matpr.2021.07.494

Wolfartsberger, J., Analyzing the potential of Virtual Reality for engineering design review. Automation in Construction, 2019. 104: p. 27-37. DOI: https://doi.org/10.1016/j.autcon.2019.03.018

Berni, A. and Y. Borgianni, Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where. Electronics, 2020. 9(7): p. 1064. DOI: https://doi.org/10.3390/electronics9071064

Ruiz-Cantisani, M.I., et al. Virtual Reality as a tool for active learning and student engagement: industrial engineering experience. in 2020 IEEE Global Engineering Education Conference (EDUCON). 2020. DOI: https://doi.org/10.1109/EDUCON45650.2020.9125225

Shen, H., et al., Development of an educational virtual reality training system for marine engineers. Computer Applications in Engineering Education, 2019. 27(3): p. 580-602. DOI: https://doi.org/10.1002/cae.22099

Singh, G., et al., Evaluating the impact of the augmented reality learning environment on electronics laboratory skills of engineering students. Computer Applications in Engineering Education, 2019. 27(6): p. 1361-1375. DOI: https://doi.org/10.1002/cae.22156

Trentsios, P., M. Wolf, and S. Frerich, Remote Lab meets Virtual Reality – Enabling immersive access to high tech laboratories from afar. Procedia Manufacturing, 2020. 43: p. 25-31. DOI: https://doi.org/10.1016/j.promfg.2020.02.104

Segura, R.J., et al., VR-OCKS: A virtual reality game for learning the basic concepts of programming. Computer Applications in Engineering Education, 2020. 28(1): p. 31-41. DOI: https://doi.org/10.1002/cae.22172

Lee, J. and O. Coiado, Design of virtual reality for teaching ultrasound in medical and engineering education. The Journal of the Acoustical Society of America, 2021. 150(4): p. A58-A58. DOI: https://doi.org/10.1121/10.0007617

Lampropoulos, G., Fernandez-Arias, P., de Bosque, A., & Vergara, D., Virtual Reality in Engineering Education: A Scoping Review. Education Sciences. 2025.15(8).1027.https://doi.org/103390/educsci15081027

Yang et al. The Impact of virtual reality on practical skills for students in science and engineering education: a meta-analysis.International Journal of STEM Education. 2024.11:28.https://doi.org/10.1186/s40594-024-00487-2 DOI: https://doi.org/10.1186/s40594-024-00487-2

Adurangba V. Oje et al.Virtual reality assisted engineering education: A multimedia learning perspective. Journal Elsevier Computers & Education: X Reality. 3. 2023. 100033 DOI: https://doi.org/10.1016/j.cexr.2023.100033

Ka, J., Kim, H., Kim, J. et al. Analysis of virtual reality teaching methods in engineering education: assessing educational effectiveness and understanding of 3D structures. Virtual Reality 29, 17. 2025. https://doi.org/10.1007/s10055-024-010801-1 DOI: https://doi.org/10.1007/s10055-024-01081-1

Y. Asham et al. Application of AR/VR in Electrical Engineering Education: A Review. IEEE. 2023. https://doi.org/10.1109

Aruanno, B., Tamburrino, F., Neri, P., & Barone, S. Virtual reality laboratory for engineering and material science immersive learning. Computer Application in Engineering Education. 2025. 33(3), https://doi.org/10.1002/cae.70041. DOI: https://doi.org/10.1002/cae.70041

Ustun, A. B., et al. Educational UTAUT-based virtual reality acceptance scale: A validity and reliability study. Springer. 2023. 27: 1063-1076. https://doi.org/10.1007/s10055-022-00717-4. DOI: https://doi.org/10.1007/s10055-022-00717-4

J. Jang et al. Augmented reality and virtual reality for learning: An Examination Using an Extended Technology Acceptance Model. IEEE Access. 2021. 99(1-1). https://doi.org/10.1109/ACCESS.2020.3048708. DOI: https://doi.org/10.1109/ACCESS.2020.3048708

Lampropoulos, G., Fernandez-Arias, P., de Bosque, A., &Vergara, D. Virtual Reality in Engineering Education: A Scoping Review. Education Sciences. 2025. 15(8), 1027. DOI: https://doi.org/10.3390/educsci15081027

Wang, E. Y et al. Acceptance of virtual reality in trainees using a technology acceptance model: Survey Study. JMIR Med Educ. 2024. https://doi.org/10.2196/60767. DOI: https://doi.org/10.2196/preprints.60767

Yang, et al. Factors influencing user acceptance of virtual reality in preserving Wuhu iron painting from the unified theory of acceptance and use of technology perspective. Scientific Reports. 2025. 15(1):22714. https://doi.org/10.1038. DOI: https://doi.org/10.1038/s41598-025-08310-w

lin, Y.Z et al. Transforming Engineering Education Using Generative AI and Digital Twin Technologies/PRISM: A Personalized, Rapid, and Immersive Skill Mastery framework for personalizing experiential learning through Generative AI. 2024. https://doi.org/10.48550/arXiv.2411.14433. DOI: https://doi.org/10.1007/978-3-032-01638-6_3

Darejeh, A. et al. Virtual Reality and Digital Twins for Mechanical Engineering Lab Education: Applications in Composite Manufacturing. Education Sciences. 2025. 15(11). 1519. https://doi.org/10.3390/educsci15111519. DOI: https://doi.org/10.3390/educsci15111519

Jackson, H., et al. The Potential of extended reality in engineering education: a systematic review. Cogent Education. 2025. 12(1). https://doi.org/10.1080/2331186X.2025.2541442. DOI: https://doi.org/10.1080/2331186X.2025.2541442

Kabashkin, I. AI-Based Digital Twins of Students: A New Paradigm for Competency-Oriented Learning Transformation. 2025. 16(10), 846. https://doi.org/10.3390/info16100846. DOI: https://doi.org/10.3390/info16100846

Published

2026-07-22

How to Cite

Amanah, A., Ghazali, I., Handi, Yusrizal, & Setiono, I. (2026). Advantages and Challenges of VR in Engineering Education. Engineering Science Letter, 5(02), 153–161. https://doi.org/10.56741/IISTR.esl.002117

Plaudit

Most read articles by the same author(s)