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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A. Arroyo);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Digital Transformation in Education Sector Using Virtual Reality with Cardboard: A Systematic Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antonio Arroyo-Paz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Javier Mendoza-Montoya</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alma Marycielo Valer Vilca</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Edgar Richard Callapani Condori</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Tecnológica del Perú</institution>
          ,
          <addr-line>Arequipa</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>In this article, a systematic literature review was conducted to investigate digital transformation applied to education, specifically using virtual reality technology. A total of 411 articles were collected from different repositories and through manual searches until June 2023, and after applying inclusion and exclusion criteria, 25 articles were selected for analysis. The literature review revealed that digital transformation can play an important role in improving student learning, especially in the areas of science and humanities. The educational levels at which digital transformation is used were identified, as well as the positive effects achieved by applying virtual reality in education. The need to close the existing gap in knowledge is highlighted, and the use of cardboard is proposed as an accessible tool to implement virtual reality in public educational institutions. The research conducted aims to open new paths in the application of virtual reality in education. By obtaining results from the application of cardboard in schools, it is expected to demonstrate the benefits and possibilities offered by this technology. This research aims to provide relevant and updated information on digital transformation in education and promote its adoption in educational institutions, thus allowing the improvement of the teaching-learning process and the provision of more enriching educational experiences for students.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual reality</kwd>
        <kwd>digital transformation</kwd>
        <kwd>cardboard</kwd>
        <kwd>education on school</kwd>
        <kwd>effects on classroom 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Nowadays, the technological revolution has cooperated to solve different problems in the world.
Therefore, with the digital transformation, it is required to contribute to sustainability in
educational institutions through the recognition of the various techniques.[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
The power along with audiovisual technology have advanced, at the same time, has encouraged
researchers to warn that conveniently use virtual reality as an educational tool that facilitates the
ability to understand educational content by students through images, sounds and graphics
incorporating as language [2] An application was created where the virtual reality application of
Google cardboard that represents some parts of the human anatomy was taken into account [3].
      </p>
      <p>This work investigates the effects related to the interaction of students when experiencing
learning through tools with virtual reality, at the same time it is intended to determine indications
that students participate in classes more effectively if the virtual avatars are displayed in an
almost real way, at the same time having a scope on the correct posture when using such tools
with virtual reality.[4]</p>
      <p>The interest in virtual reality is growing due to its potential for embodied learning and group
teaching, learning experiences and learning outcomes, it enhances the importance on the
emotional experience of learners who are shown new ways of acquiring explicit knowledge.[5]
1.1. Research problem</p>
      <p>The process of education's transition to new technologies is now fraught with a number of
serious difficulties. In spite of developments in digital transformation, there has not yet been a
comprehensive investigation into and implementation of virtual reality in the educational sector,
particularly via easily available devices such as Cardboard. This is despite the fact that virtual
reality has the potential to significantly improve teaching and learning. Because of this gap, there
are issues regarding whether or not adopting virtual reality with Cardboard as a teaching tool is
feasible, whether or not it is successful, and whether or not it has any pedagogical consequences.
In this context, there is a need to research how digital transformation, centered on the use of
virtual reality with Cardboard, may enhance the quality and efficiency of educational processes,
as well as identify potential hurdles and limits in its implementation.</p>
      <sec id="sec-1-1">
        <title>1.2. Justification</title>
        <p>The educational system absolutely has to undergo a digital transformation in order to adapt
its instructional practices to the ever-shifting requirements of modern society. When seen in this
light, virtual reality, particularly when implemented on low-cost hardware like Cardboard,
appears as a potentially game-changing instrument that may improve the quality of the
educational experience. This study is necessary because there is a need to investigate in more
detail the influence that virtual reality has on education, with a particular emphasis on its
application via the use of Cardboard.</p>
        <p>Virtual reality with Cardboard provides a solution that is both easily accessible and
inexpensive, making it especially applicable in educational settings that have a restricted amount
of resources. Not only will having a better understanding of how this technology may be properly
incorporated into teaching lead to an improvement in the overall quality of education, but it will
also make it easier for students to participate in immersive educational experiences.</p>
        <p>This project is conceived with the aim of improving the quality of education of our future
professionals, ensuring their benefit in an educational environment suitable to the demands of
the digital world.</p>
        <p>Cardboard virtual reality, as described by [6], is defined as the use of affordable display
devices, such as Google Cardboard, to immerse users in three-dimensional virtual environments.
This approach seeks to provide immersive experiences at an affordable cost, allowing users to
explore and participate in virtual environments through the use of a simple viewer and their
mobile device. [7]</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>
        In this systematic review, the search of bibliography will be carried out using the systematic
review methodology PRISMA of Preferred Reporting Items for Systematic Reviews and
MetaAnalyses. [8] Currently, advances in the review, methodology and terminology of PRISMA have
required an update in the guide to identify, select, evaluate and synthesize studies using the
27element PRISMA checklist. [9] In order to address the research question, an exhaustive literature
search was carried out following the different steps involved in the flow of information necessary
to perform an accurate systematic review (Included, Eligibility, Screening, identification) [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ].
The main keywords, inclusion and exclusion criteria were identified, using articles for a rigorous
systematic search process. [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ]
      </p>
      <p>
        The scoping review supports general and absolute purposes that allow researchers to analyze
the extent, breadth, and character of the research, as well as to assess the usefulness of conducting
a systematic review.[
        <xref ref-type="bibr" rid="ref13">12</xref>
        ]
      </p>
      <p>A bibliographic search was carried out in Scopus, Wiley and IEEE Xplore to have the scope that
the digital transformation will have in the education sector by applying virtual reality with
cardboard and to know if these practices will have an effect of improvement in the learning of
schoolchildren, it is essential to have evidence of the existing literature on the use of the tool that
is virtual reality for the performance of schoolchildren.</p>
      <sec id="sec-2-1">
        <title>2.1. Research question</title>
        <p>In order to have the scope that the digital transformation will have in the education sector by
applying virtual reality with cardboard and to know if these practices will have an improvement
effect on the learning of schoolchildren, it is essential to have the evidence of the existing
literature on the use of the tool that is virtual reality for the performance of schoolchildren. In the
process of planning the systematic review, appropriate techniques were used for the collection
and analysis of primary studies. For this purpose, important repositories of indexed scientific
articles were consulted, such as Springer Link, IEEE Xplore and Scopus. In addition, a review
protocol was developed to identify the search needs and delimit the field of study related to
articles, theses and academic information on the application of virtual reality as a digital
transformation in the educational sector.</p>
        <p>
          The PICO (Problem, Intervention, Comparison, and Outcomes) method was chosen to provide
a structured response. [
          <xref ref-type="bibr" rid="ref14">13</xref>
          ] It is a tool that is commonly used in quantitative systematic reviews
to identify the different components of the review, and is recognized by the world's best known
organization that facilitates evidence-based decision making, which is known as the Cochrane
Collaboration [
          <xref ref-type="bibr" rid="ref15">14</xref>
          ]
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Define the search education used</title>
        <p>Description
Secondary education sector
Virtual Reality
Traditional vs. virtual reality
teaching methods
Digital transformation
impact on learning
and</p>
        <p>The search process started on April 18, 2023, with the first searches interconnecting the
related key terms. "Digital transformation", "effects", "schools", "virtual reality", "education","
productivity", "anatomy", "techniques", in the following databases: IEEE Xplore, Wiley, Scopus
and Springer.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Inclusion and exclusion criteria</title>
        <p>Next, the search was extended with the Boolean operators AND and OR. in combination with
the terms "digital transformation", "education", "virtual reality", and "effects".
The initial searches generated a large number of results, but many of them were found to be
repetitive or irrelevant to the topic in question. Despite this, these searches provided a general
idea of the spectrum of keywords that should be most effective in the search. In addition, they
allowed verifying that no systematic review results were found related to the topic of digital
transformation applying virtual reality with cardboard in the education sector.
Publications related to techniques to improve
learning in schools using virtual reality.</p>
        <p>Review articles, theses, newsletters, books,
manuals were excluded.</p>
        <p>Publications mentioning digital transformation
applying virtual reality in the education sector.</p>
        <p>Articles focused on the application of virtual
reality in companies were excluded.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Information extraction</title>
        <p>The information was organized and structured for subsequent analysis. The figure shows the
processing flow diagram following the PRISMA method.</p>
        <p>Figura 1: Extraction of information according to Prisma Method</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>A total of 411 documents were found, including articles and conferences from different academic
repositories, from which 25 articles were selected and analyzed through the Prisma system.</p>
      <p>After a thorough examination of the specific databases, significant findings were obtained in
several categories. These findings covered not only aspects related to the application in question,
but also data on the countries involved, the research techniques used and the years in which the
relevant articles were published.</p>
      <p>The table below shows the number of publications found per year in the databases analyzed.</p>
      <p>A steady increase (Fig. 2) in the number of publications can be observed from 2022 to 2023,
indicating a trend of growth in research related to the research topic. It is important to keep in
mind that these data reflect the situation up to the date of June 2023, so it is possible that there
are additional publications after that period that are not included in this study. This fact highlights
the dynamism and continuous advancement of the research field, as new knowledge is constantly
being generated and more research is being conducted around digital transformation through
virtual reality applying cardboard.</p>
      <p>Twenty-five articles were found, where the most important information of each one of them
was highlighted in relation to the research being carried out.</p>
      <p>Description
A systematic review was carried out in the
study using the Scopus database. A total of
672 publications were analyzed using
VOSviewer software to visualize and
understand the structure of the data.</p>
      <p>
        Subsequently, a content analysis was
performed on 72 selected publications using
ATLAS.ti and Zotero software. The purpose of
this study was to investigate how educational
institutions may benefit from digital
transformation in order to become more
environmentally responsible. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
      </p>
      <p>Digital Learning and Digital The purpose of this research is to present an
Institution in Higher Education overview of major components of the process
of implementing digital transformation in
higher education institutions. This will be
accomplished via the use of both primary and
secondary sources. Nevertheless, it
acknowledges the need for more study in
order to get a deeper comprehension of the
means by which these organizations may
confront the digital transition and meet the
requirements of the Fourth Industrial</p>
      <p>
        Revolution. [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ]
Managing Digital The study analyzes the essential factors that
Transformation: A Case Study in drive and facilitate this transformation from
a Higher Education Institution the point of view of the internal stakeholders
involved. The case method is used as the
methodological approach due to the
complexity of the phenomenon. The results
show the need to implement appropriate
technological innovations, establish effective
communication channels and transform the
traditional culture into a digital culture. [
        <xref ref-type="bibr" rid="ref13">12</xref>
        ]
How does interactive virtual According to the findings, presence and
reality enhance learning pleasure play an important role in the
outcomes via emotional process. These findings support IVR
experiences? A structural (Interactive Virtual Reality) based
equation modeling approach instructional design and have practical
implications for the application of IVR in
experiential and group teaching, as well as for
digital transformation and improvement in
education. [5]
The Need of Integrating Digital The article highlights the challenges facing
Education in Higher Education: higher education and describes technological
Challenges and Opportunities resources and methodologies used to
embrace digital transformation. It aims to
offer ideas for the digitization of higher
education in the present and future. [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ]
Asynchronous industrial A proof of concept for the COVE-VR platform
collaboration: How virtual is offered here. This proof was built via a
reality and virtual tools aid the partnership between academia and industry,
process of maintenance method and it was assessed with the assistance of
development and subject matter experts. The virtual reality
documentation creation (VR) platform provides users with access to
virtual settings as well as the tools necessary
to interact with virtual prototypes and create
digital content. The results demonstrate that
the proposed solution is pertinent to the
requirements of the various industrial
divisions and that it is able to facilitate
asynchronous communication. [
        <xref ref-type="bibr" rid="ref17">16</xref>
        ]
      </p>
      <p>
        Visualization of Digital Twinmotion, Bigscreen and 3D Vista Virtual
Transformation of Industrial Tour Pro software environments are used to
Production into the Educational create a virtual production space and a digital
Process prototype of a machinery manufacturing
plant. Immersive 3D visualization is leveraged
for various activities such as online
discussions, staff training, emergency drills
and educational missions. [
        <xref ref-type="bibr" rid="ref18">17</xref>
        ]
The Influence of Competency- This study investigates the effects of an
Based VR Learning Materials on interactive virtual reality (VR) course on
Students’ Problem-Solving learners' course identity and behavioral
Behavioral Intentions—Taking intentions, single-group pre-test and
postEnvironmental Issues in Junior test designs were employed to gather and
High Schools as an Example analyze data on learners' responses before
and after the installation of a virtual reality
(VR) learning course, the outcome reveals
that it has beneficial impacts on both the
identity of the course and learners'
behavioral intents to absorb and issue solve.
      </p>
      <p>
        [
        <xref ref-type="bibr" rid="ref19">18</xref>
        ]
Transforming Higher Education The research highlights that the use of
Using WebVR: A Case Study WebVR tools in education can be an effective
strategy to enhance the student experience
and foster skills development. However, it is
important to ensure adequate technical
resources and promote the acquisition of
digital skills to take full advantage of these
emerging technologies. [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ]
The Influence of Digital This article provides an analysis of the
Transformation on Intelligent evolution of intelligent architecture design in
      </p>
      <p>
        China as a result of the ongoing success of
China's social economy as well as
advancements in science and technology. In
the current digital age, where real and virtual
surroundings coexist, digital transformation
also has a long-lasting influence on intelligent
building design, which helps shape a new
paradigm for the development of cities. [
        <xref ref-type="bibr" rid="ref21">20</xref>
        ]
Development of digital In this article, several methodologies and
transformation technologies for tools were used, such as foresight, the theory
university practical learning in of decision making under uncertainty, the risk
industrial area management approach, the techniques used
to develop databases and the technologies
associated with the web and virtual reality.
      </p>
      <p>
        The analysis reveals that university practical
learning has distinctive characteristics of
digital transformation.[
        <xref ref-type="bibr" rid="ref22">21</xref>
        ]
Investigating science teachers’ This study investigated the relationship
intention to adopt virtual reality between social and personal factors and the
through the integration of intention to use virtual reality in education.
      </p>
      <p>
        diffusion of innovation theory The results revealed that attitude, social
and theory of planned norms, and perceived control have an impact
behaviour: the moderating role on intention to use, with attitude being the
of perceived skills readiness most influential factor. In addition, relative
advantage was found to affect attitude, while
compatibility and observability have no
significant effect. Perceived readiness
reinforces the relationship between virtual
reality features and attitude. The importance
of teachers' readiness to use virtual reality in
the educational setting, especially in the
science classroom, is highlighted. [
        <xref ref-type="bibr" rid="ref23">22</xref>
        ]
Virtual reality in chemical and There is an increasing interest in the use of
biochemical engineering virtual reality in the subject of chemical
education and training engineering among academics, as well as
among professionals working in the field. It is
widely acknowledged that virtual reality is an
effective medium for distance education.
      </p>
      <p>
        Although they cannot totally take the place of
real-world encounters, virtual reality
technologies provide a workable alternative
in circumstances when such encounters are
impossible to organize. [
        <xref ref-type="bibr" rid="ref24">23</xref>
        ]
The modality effect reverses in a Current evidence suggests that virtual reality
virtual reality learning requires additional cognitive capabilities.
environment and influences Identifying these capabilities and how to
cognitive load support them in the future is an important
goal for future research on virtual reality
learning. [
        <xref ref-type="bibr" rid="ref25">24</xref>
        ]
Virtual reality enhances active In this article, the benefits of using virtual
student learning reality (VR) headsets and settings like Second
      </p>
      <p>
        Life (SL) to inspire students and promote
active learning are discussed. Visualization
and interaction in a three-dimensional
environment are highlighted as key benefits
of VR. Research results and examples of
problem-based learning activities in SL are
also presented, as well as creative ideas for
using VR headsets in lessons. [
        <xref ref-type="bibr" rid="ref26">25</xref>
        ]
A virtual reality classroom to A virtual reality educational application
teach and explore crystal solid designed to help students understand the
state structures internal structure of crystals is presented.
      </p>
      <p>Teachers can use it to teach in a shared virtual
environment, both remotely and locally. The
application has been validated with human
subjects and has received positive feedback.</p>
      <p>
        [
        <xref ref-type="bibr" rid="ref27">26</xref>
        ]
A low-cost mobile vr Virtual walkthrough system is widely used in
walkthrough system for university education. This research focuses
displaying multimedia works on an interactive system based on Maya and
based on Unity3D Unity3D that allows walking, interacting and
replaying works. The system facilitates the
dissemination of works through Google
Cardboard and is useful for learning, although
it lacks full interaction and flexibility. [27]
Digital Transformation and The results of the VOS viewer are closely
Technological Innovation on related to empirical data and areas such as
Higher Education Post-COVID-19 engineering education. Teachers recognize
the importance of incorporating training
strategies that foster flexible virtual learning
environments using advanced digital
technologies. [28]
Pupils' opinions on an In the study, the flow experience in an
educational Virtual Reality game educational virtual reality (VR) game was
in terms of flow experience evaluated by considering several aspects.
      </p>
      <p>These included the balance between
challenge and skills, integration of action and
awareness, clarity of goals, clear feedback,
task focus, sense of control, loss of
selfconsciousness, perception of time, and
overall experience. [29]
Creation of Virtual Reality for Virtual reality allows virtual exploration,
Education Purposes presenting interesting places and objects.</p>
      <p>This allows students to visualize information
in new ways, thus improving their ability to
retain it. With the help of the ISTAGING
system, the aim is to introduce students to
the facilities of their future professional
training, showing information, equipment
and work procedures. [30]
A Virtual Reality Laboratory for The study evaluates a virtual reality workshop
Blended Learning Education: given by the JANUS project who had the
Design, Implementation and objective of maintaining virtual reality
Evaluation workshops. Since they have a significant
impact on education, research and society. By
providing interactive experiences, they
improve student engagement, motivation
and learning outcomes. [31]
Impact of VR Application in an The study included 117 students, where 97
Academic Context watched a recorded video and 20 used virtual
reality (VR) headsets, while another 20
students used traditional learning methods.</p>
      <p>The results showed a high level of satisfaction
and confidence in the VR experience. The
study demonstrates that VR is an excellent
alternative to transform conventional
education. [32]
A qualitative exploration of For the purpose of this case study of the
cardboard architecture in post- Unboxy project, a set of cardboard shapes
pandemic schools and connections was sent to a total of 18
educational institutions located throughout
Australia. The use of qualitative research
demonstrates how this cardboard
architecture project assisted students in their
transition from summer to fall classes. The
findings show that students built safe places
for group work and safety structures
throughout the epidemic, utilizing the tools
at their disposal to verbalize how they felt
about the situation. [33]
The Implementation of The results were obtained by using a mosaic
Interactive VR Application and selection model, FoV caching and coverage,
Caching Strategy Design on and applying a heuristic algorithm to solve
Mobile Edge Computing (MEC) the problem. [34]
Utilising Google Cardboard According to the findings, using Google
Virtual Reality for Visualization Cardboard is more effective than using
in Multivariable Calculus PowerPoint presentations in encouraging
positive attitudes and active participation
among students in the process of learning
multivariable calculus. In addition, the
usefulness of Google Cardboard as a content
distribution technology does not seem to be
very different from that of PowerPoint
presentations. [35]</p>
      <p>The graphic shows the geographical distribution of the publications (Fig. 3), highlighting the
diversity and international scope of the research topic. The countries with the highest number of
publications, according to the table, are Saudi Arabia, China, Russia and Taiwan, each with two
publications. This suggests significant interest or investment in the field of study in these regions.
Although the subject of these publications is not specified, their geographic distribution indicates
a wide relevance and applicability of the subject worldwide.</p>
      <p>The rest of the countries listed, including Brazil, Spain, Finland, Mexico, Malaysia, the United
States, Germany, Japan, Italy, Canada, Peru, Turkey, Slovakia, Greece, Romania, Australia and
Singapore, all with one publication each, also contribute to this field of study. The presence of
these countries in the list shows that the topic of study is of global interest, covering a wide variety
of cultural and economic contexts.</p>
      <sec id="sec-3-1">
        <title>Figura 3: Results per Countries</title>
        <p>The information organized into eight study categories (Fig. 4) reveals a diversified approach
to research on the use of virtual reality in education. Among these, "Applied Research" stands out
with six studies, focused on applying virtual reality to solve specific problems in educational
contexts. The "Critical Analysis" and "Quantitative Research" studies, with three and four studies
respectively, examine the effectiveness and implications of virtual reality in learning from
analytical and data-driven perspectives. "Experimental Studies," with five examples, test
hypotheses about how virtual reality can enhance teaching and learning. "Qualitative Research,"
also with four studies, delves into students' experiences and perceptions. On the other hand, the
categories "Literature Review", "Descriptive" and "Case Study", although less frequent, provide
theoretical contexts, detailed descriptions and in-depth analysis of specific instances of the use of
virtual reality in education.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Figura 4: Results by Methods</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>The implementation of virtual reality in the secondary education sector has generated a growing
interest in the educational community and has raised the following research question: How does
the integration of virtual reality with cardboard contribute to digital transformation in the
secondary education sector?</p>
      <p>The collected articles highlight different aspects of this transformation and offer interesting
perspectives for discussion.</p>
      <p>Compared to the main points of discussion would be how digital transformation can
contribute to sustainability in secondary education institutions. The first article highlights the
importance of exploring how digital transformation can promote sustainability in the educational
context. Also, the role of virtual reality in improving learning outcomes. It also highlights the
positive influence of virtual reality on learning and teaching. It would be interesting to discuss
how the emotional experiences and interactivity of virtual reality can be maximized to improve
education. In addition, several articles highlight the need to adopt technological resources and
digital methodologies in educational institutions, to manage the challenges and opportunities of
integrating digital education in higher education.</p>
      <p>Collaboration and cooperation have been significantly improved as a result of the use of
cardboard in higher education. Students are given the chance to discuss what they have learned
and share their experiences using virtual reality, which encourages students to communicate
with one another and contributes to the expansion of their group's collective knowledge. In
addition, teachers may utilize the cardboard to create and distribute individualized instructional
material that caters to the need of their pupils in a manner that can be easily shared. This makes
it possible for more tailored and enriching instruction, which in turn improves the quality of
education received as a whole.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>According to the findings of the study, the research had a good impact not only on the students'
comprehension of the many topics covered in the courses, but also on the students' behavioral
intentions about problem-solving. In other words, students' perceptions, engagement, and ease
of learning were all boosted by the usage of virtual reality, as was their drive to study.</p>
      <p>It is necessary to have sufficient technical resources and to encourage the acquisition of digital
competencies in order to take full advantage of emerging technologies in education. This not only
involves the adoption of new tools and technologies, but it also involves a change in the culture
and mentality of educational institutions.</p>
      <p>The introduction of virtual reality experiences built with cardboard in this new age of digital
change in the educational system paves the way for new possibilities to enhance classroom
instruction and student education. On the other hand, it is very necessary for instructors to
acquire training in information technology (IT) so that they may incorporate their own expertise
into the lessons they teach their pupils. In this sense, key factors that drive and facilitate digital
transformation in education have been identified, such as the implementation of technological
innovations, effective communication and the transformation of the traditional educational
culture towards a digital culture.</p>
    </sec>
    <sec id="sec-6">
      <title>Aknowledgements</title>
      <p>We thank Universidad Tecnológica del Perú for the logistic support that has allowed the
development of this review article.
[27] Z. Shen, J. Liu, Y. Zheng, and L. Cao, “A Low-cost Mobile VR Walkthrough System for
Displaying Multimedia Works Based on Unity3D,” in 2019 14th International Conference
on Computer Science &amp; Education (ICCSE), IEEE, Aug. 2019, pp. 415–419. doi:
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