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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>I. Mintii, O. Bondarenko, S. Shokaliuk, K. Polhun, M. Mintii, Analysis of the use of LCMS Moodle
in the educational process of KSPU, Educational Dimension</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Immersive cloud-based educational environment of the university: Design principles</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Serhiy O. Semerikov</string-name>
          <email>semerikov@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tetiana A. Vakaliuk</string-name>
          <email>tetianavakaliuk@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iryna S. Mintii</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vita A. Hamaniuk</string-name>
          <email>vitana65@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olha V. Bondarenko</string-name>
          <email>bondarenko.olga@kdpu.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavlo P. Nechypurenko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Svitlana V. Shokaliuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natalia V. Moiseienko</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Academy of Cognitive and Natural Sciences</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Digitalisation of Education of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11 Vitalii Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Lviv Polytechnic National University</institution>
          ,
          <addr-line>12 Stepana Bandery Str., Lviv, 79000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>University of Łódź</institution>
          ,
          <addr-line>68 Gabriela Narutowicza Str., 90-136 Łódź</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>Zhytomyr Polytechnic State University</institution>
          ,
          <addr-line>103 Chudnivsyka Str., Zhytomyr, 10005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>3</volume>
      <issue>2020</issue>
      <fpage>37</fpage>
      <lpage>47</lpage>
      <abstract>
        <p>This paper presents the principles of designing an immersive cloud-based educational environment for universities. Based on an analysis of the current state and foreign experience in implementing innovative ICT environments in higher education, the key components and design principles of an immersive cloud-based educational environment are identified. These principles include openness and accessibility, personification and adaptability, innovation and practical orientation of technologies, and the integration of traditional and cloud-based learning tools. The paper also discusses the development of teachers' digital competencies necessary for efective work in such an environment. The proposed conceptual provisions form the basis for the systemic design of an immersive cloud-based educational environment as an innovative high-tech educational space focused on the individual development and professionalization of future specialists.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;immersive learning</kwd>
        <kwd>cloud technologies</kwd>
        <kwd>educational environment</kwd>
        <kwd>design principles</kwd>
        <kwd>digital competencies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The development of cloud and immersive technologies opens up new opportunities for modernizing the
educational environment of a modern university. The use of cloud-based systems becomes an important
condition for increasing the efectiveness of educational interaction and ensuring the personification
and adaptability of learning. Immersive technologies, such as virtual and augmented reality, create
an efect of presence in an artificial environment and provide the opportunity to interact with virtual
objects, which is especially relevant for organizing laboratory work and practical training of students
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        To provide a comprehensive theoretical foundation for designing immersive cloud-based educational
environments, this paper applies the method of theoretical analysis and generalization of scientific
sources on the problem of designing innovative educational environments. We review and synthesize
ifndings from a diverse range of international studies, including works by Jiang et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], Li and Wong
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Tene et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], Kong and Feng [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], Sanchez et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], among others. These studies ofer valuable
insights into the current state and best practices in implementing ICT-enhanced learning environments
in higher education contexts across the globe.
      </p>
      <p>The design and implementation of immersive cloud-based educational environments is an urgent
task for modern universities. It requires substantiation of theoretical and methodological foundations,
determination of the structure and components of the environment, development of methods for using
cloud and immersive technologies in educational, scientific and managerial activities. At the same
time, it is advisable to rely on both domestic and foreign experience in implementing innovative ICT
environments in higher education.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Research methods</title>
      <p>The study used the following methods:
• theoretical analysis and generalization of scientific sources on the problem of designing innovative
educational environments;
• study and analysis of the experience of using cloud and immersive technologies in educational
activities of universities;
• systematization and classification of the obtained factual data;
• modeling the structure and principles of designing an immersive cloud-based educational
environment.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Theoretical foundations</title>
      <sec id="sec-3-1">
        <title>3.1. Analysis of current research on innovative educational environments</title>
        <p>
          A review of recent literature reveals a growing interest in the design and implementation of
technologyenhanced educational environments. Jiang et al. [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] conducted a scoping review on the use of virtual
reality (VR) in medical students’ education. They found that VR has been applied in various medical
education contexts, with the majority of studies reporting positive outcomes in terms of knowledge
acquisition, skill development, and learner satisfaction. However, they also identified challenges such
as cost, technical issues, and the need for more rigorous research designs.
        </p>
        <p>
          In the context of personalized learning, Li and Wong [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] reviewed the literature on the use of learning
analytics. They identified patterns in terms of the environments, stakeholders, objectives, and methods
of learning analytics implementation. The review highlighted the growth in the number and diversity
of practices, as well as the emergence of teacher-focused perspectives. However, the authors noted that
areas such as personalized intervention require further research.
        </p>
        <p>
          Tene et al. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] systematically reviewed the integration of immersive technologies, specifically VR and
augmented reality (AR), in Science, Technology, Engineering, and Mathematics (STEM) education. They
found that AR was the most studied technology, followed by VR, with most studies reporting positive
efects on student engagement and performance. The review emphasized the multifaceted benefits of
immersive technologies in education but also highlighted the need for a globally inclusive and adaptable
framework to keep pace with rapid technological evolution and diverse educational contexts.
        </p>
        <p>
          Focusing on VR in blended learning, Kong and Feng [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] explored learners’ views from a wine
classroom. They designed a VR experience system and conducted a mixed-method study to investigate
the diferences between gaming and instructional VR design. The findings underscored the importance of
user interface and user experience considerations, such as replicating real-world sensations, increasing
engagement through controllers, providing adequate space for movement, and ensuring comfort.
The study suggested that enhancing immersion and realism, customizing the VR experience, and
implementing a holistic strategy are critical for improving the eficacy of VR in wine education.
        </p>
        <p>
          Sanchez et al. [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] compared 45 learning management systems (LMSs) for higher education. They
developed an evaluation methodology based on software quality and teaching-learning tools for online
educational platforms, considering criteria such as interoperability, accessibility, productivity tools,
communication tools, learning tools, and security standards. The study identified Paradiso and Moodle
as the best LMSs according to the comparison, with both platforms having a large user base.
        </p>
        <p>These diverse studies highlight the growing adoption and potential of innovative technologies in
creating immersive, personalized, and engaging educational environments. However, they also reveal
challenges and areas that require further investigation, such as the need for more comprehensive
frameworks, rigorous research designs, and consideration of user experiences. The principles and
ifndings from these studies inform our approach to designing an immersive cloud-based educational
environment, as detailed in the following sections.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. The ground concept of immersive user environment</title>
        <p>
          According to Bykov [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], an immersive user environment is defined as:
“An artificially constructed computer-oriented environment of virtual activity, in which
special means of computer modeling (scenario-staging and/or computer software and
hardware) create a user’s sense of quasi-real presence (full or partial) in this environment, and
through the use of immersive tools and technologies, their immersion in the virtual world
(or mixed real and virtual reality) is achieved, as well as the essence and course of virtual
events, providing an additional (compared to non-immersive environments) opportunity to
become their observer and/or active participant. If the purpose of building and using an
immersive environment is for educational or scientific purposes, then such environments
are called immersive environments of educational, training, pedagogical, scientific activity,
or their combinations (for example, an immersive environment of educational and scientific
activity).” [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
This definition highlights several key aspects of immersive user environments:
• they are artificially constructed computer-oriented environments that facilitate virtual activities;
• they employ computer modeling techniques to create a sense of quasi-real presence for the user;
• immersive tools and technologies are used to achieve user immersion in the virtual world or
mixed reality;
• they provide opportunities for users to become observers and/or active participants in virtual
events;
• when designed for educational or scientific purposes, they are referred to as immersive
environments of educational, training, pedagogical, or scientific activity.
        </p>
        <p>Bykov’s definition emphasizes the role of immersive technologies in creating engaging and interactive
virtual environments that can be used for various educational and research purposes. This
conceptualization aligns with the principles of designing an immersive cloud-based educational environment
discussed in this paper, particularly in terms of leveraging technology to provide learners with rich,
interactive experiences and opportunities for active participation.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. The concept and components of an immersive cloud-based educational environment</title>
        <p>An immersive cloud-based educational environment (ICBEE) is an innovative technological and
pedagogical system that integrates cloud platforms, services, and immersive technologies (such as virtual and
augmented reality) with e-learning resources to facilitate interactive and engaging learning experiences
[8]. Such an environment ensures the efect of presence, creates conditions for ubiquitous access
to educational services and resources, personification and adaptability of learning, development of
professional competencies through the implementation of practice-oriented tasks.</p>
        <p>The concept of ICBEE builds upon the principles of cloud computing, immersive learning, and
e-learning to create a comprehensive educational ecosystem that supports personalized, adaptive, and
experiential learning.</p>
        <p>The main components of the ICBEE of the university are [8]:
• cloud-based platforms and services (learning management systems, data warehouses,
communication and collaboration tools, analytics tools);
• immersive technologies (virtual and augmented reality systems, 3D modeling, panoramic
shooting);
• e-learning resources (multimedia textbooks, video lectures, virtual laboratories, simulators,
games);
• methods of using cloud and immersive technologies in the educational process;
• the community of subjects of educational, scientific and managerial activities (teachers, students,
scientists, administration).</p>
        <p>These components work together to create a flexible, scalable, and interactive learning environment
that supports various educational activities, such as online classes, collaborative projects, virtual
experiments, and simulations (figure 1).</p>
        <sec id="sec-3-3-1">
          <title>Immersive cloud-based educational environment</title>
        </sec>
        <sec id="sec-3-3-2">
          <title>Community of subjects of educational, scientific and managerial activities</title>
        </sec>
        <sec id="sec-3-3-3">
          <title>Immersive technologies</title>
        </sec>
        <sec id="sec-3-3-4">
          <title>Methods of using</title>
        </sec>
        <sec id="sec-3-3-5">
          <title>Cloud-based platforms and services</title>
        </sec>
        <sec id="sec-3-3-6">
          <title>E-learning resources</title>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Experience of using cloud technologies in universities</title>
        <p>Ukrainian universities have been actively implementing cloud technologies to support educational,
scientific, and managerial activities. At the Kryvyi Rih National University, a cloud-based learning
management environment based on the LMS Moodle, integrated with Microsoft Ofice 365 and Google
Apps for Education cloud services, was introduced [9]. This integration allowed for the personalization
of students’ learning trajectories and the efective monitoring of their academic achievements. The
system has been successfully used by over 4,000 students and 300 faculty members, demonstrating its
scalability and efectiveness.</p>
        <p>Similarly, the Zhytomyr Polytechnic State University has developed an electronic environment that
integrates educational, scientific, organizational, and management subsystems using Microsoft cloud
technologies [10]. The environment includes personalized student and teacher portals, which provide
access to learning materials, communication tools, and administrative services. The implementation of
this environment has led to increased student engagement, improved collaboration between faculty
and students, and streamlined administrative processes.</p>
        <p>In the context of the COVID-19 pandemic, the use of cloud platforms for organizing distance learning
has become relevant, which required the development of recommendations for the selection of cloud
services and methods for their use for conducting online classes, monitoring and evaluation, organizing
students’ independent work under quarantine conditions.</p>
        <p>Foreign universities have also made significant strides in adopting cloud technologies. For example,
the University of Oxford in the United Kingdom has implemented a cloud-based research data
management system using the Figshare platform [11]. This system allows researchers to store, share, and
manage their research data securely while complying with data protection regulations. As a result, the
university has seen an increase in research productivity and collaboration both within the institution
and with external partners.</p>
        <p>In the United States, the Massachusetts Institute of Technology (MIT) has partnered with Amazon
Web Services to create a cloud-based platform for online learning called MITx [12]. MITx ofers a wide
range of courses in various disciplines, including computer science, engineering, and business. The
platform uses advanced analytics and machine learning to personalize the learning experience for each
student, adapting the content and pace to their individual needs. Since its launch in 2012, MITx has
attracted over 3.5 million learners from around the world, demonstrating the global reach and impact
of cloud-based education.</p>
        <p>These examples from Ukrainian and foreign universities showcase the diverse applications and
benefits of cloud technologies in higher education, from enhancing learning management systems to
supporting research data management and enabling massive open online courses (table 1). As more
institutions adopt cloud-based solutions, it is evident that these technologies will play an increasingly
crucial role in shaping the future of education.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Experience in the design and implementation of immersive educational environments</title>
        <p>Foreign universities have significant achievements in the field of designing and implementing immersive
educational environments using systems of machine (computer) vision (https://immersiveeducation.
org/). Projects on creating inter-university immersive environments are actively implemented. In
particular, the Immersive Learning Spaces platform allows students from diferent universities to
collaborate in a single virtual space to carry out joint projects, participate in professional activity
simulations, and conduct research. The platform supports a multiplayer mode, has 3D modeling tools,
and a built-in communication system.</p>
        <p>The world’s leading universities consider immersive technologies as an important tool for improving
the quality of education, ensuring its practical orientation and compliance with the demands of the digital
society. The design of immersive educational environments is carried out based on the integration of
various platforms (learning management systems, VR and AR applications, 3D tools, game simulators).
At the same time, the principles of personalization, adaptability, gamification of learning, and the
development of key competencies through the active activity of students in realistic virtual environments
are implemented.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. The use of cloud technologies and immersive technology tools in the educational, scientific and managerial activities of the university</title>
      <sec id="sec-4-1">
        <title>4.1. Cloud services to support the educational process at the university</title>
        <p>Modern cloud platforms ofer a wide range of services and tools that can be efectively used to organize
and support various aspects of the educational process at the university. First of all, these are learning
management systems (LMS) that function according to the SaaS model. The most common cloud LMS
are Google Classroom, Moodle Cloud, Canvas, Blackboard Learn, Schoology, etc. These systems allow
you to create virtual classes, publish educational materials, organize synchronous and asynchronous
communication between learning subjects, monitor and evaluate academic achievements. The use of
cloud LMS ensures the implementation of blended and distance learning technologies.</p>
        <p>Cloud communication services such as Gmail, Outlook, Exchange Online for corporate email are
important for organizing the educational process; Google Meet, Microsoft Teams, Zoom for video
conferencing; Viber, Telegram, Skype for instant messaging. These tools allow maintaining constant
communication between teachers and students, organizing online classes, consultations, meetings, etc.</p>
        <p>Google Apps for Education cloud services and mobile applications (Google Docs, Google Sheets,
Google Slides, Google Forms, Google Jamboard, Google Sites) are actively used by teachers to create
educational content, organize students’ collaboration, design documentation, develop tests and quizzes.
Similar features are provided by Microsoft Ofice 365 tools, in particular Word Online, Excel Online,
PowerPoint Online, OneNote, Teams, Forms.</p>
        <p>An important aspect is also ensuring the accessibility of the educational environment for people
with special needs. Cloud platforms make it possible to integrate assistive technology tools (speech
synthesizers, screen magnifiers, touch manipulators), adapt the interface and content to the individual
characteristics of users. Immersive technologies, in particular VR, open up unique opportunities for
inclusive education, allowing the creation of environments adapted to the capabilities of people with
disabilities.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. The use of immersive technologies in the educational and research work of students</title>
        <p>Immersive technologies, such as virtual (VR) and augmented (AR) reality, are used to create realistic
simulations, virtual laboratories and simulators. They allow reproducing processes and phenomena
that are impossible or dangerous to demonstrate in real conditions, to provide interactive interaction
with objects of study. The use of VR/AR is especially efective for students to acquire practical skills,
in particular when training engineers, medics, and teachers. Immersive technologies increase student
engagement, motivation, and level of material assimilation.</p>
        <p>Virtual laboratories based on VR technologies allow students to conduct experiments in physics,
chemistry, biology, work with unique equipment without the risks and limitations of the real world. In
virtual space, students can safely interact with hazardous substances, take accurate measurements, and
observe fast-paced processes.</p>
        <p>Augmented reality tools can be used to visualize research results and present scientific projects. For
example, with the help of AR applications, you can create interactive posters, demonstrate 3D models
of developed devices or objects under study, display experimental data. This allows presenting the
results in a more visual and understandable form, involving the audience in the active perception of
information.</p>
        <p>Immersive technologies open up powerful opportunities for students’ research work and scientific
projects. Thanks to VR systems, students can visit remote research laboratories, unique natural and
cultural sites, and interact with leading scientists in telepresence mode. AR technologies allow
measuring and analyzing environmental parameters in the field, modeling the impact of various factors on
ecosystems, and predicting the development of processes.</p>
        <p>The efective use of immersive technologies requires appropriate hardware and software, the
development of special content, and the formation of digital competencies of teachers and students.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Principles of designing an immersive cloud-based educational environment of the university</title>
      <p>The design of an immersive cloud-based educational environment of the university should be carried
out on the basis of conceptual provisions and requirements that reflect its specificity as an innovative
pedagogical system. The generalization of the experience of implementing cloud and immersive
technologies in education, as well as a theoretical analysis of the problem, made it possible to formulate
the following basic principles for the design of ICBEE:
1. Openness and accessibility – the architecture of the environment should provide for the possibility
of its constant development, adding new functions and services, integrating external resources
and tools based on open standards and interfaces.
2. Personification and adaptability – the environment should take into account the individual
characteristics, needs and requests of users, provide flexible learning trajectories, adapt content
and methods of interaction. This involves collecting and intelligent analysis of user data, building
their digital profile.
3. Innovation and practical orientation of technologies – the environment should be designed on
the basis of advanced technological and pedagogical solutions, ensure the formation of relevant
practical skills and abilities in demand in real professional activities.
4. Integration of traditional and cloud-based learning tools.</p>
      <p>Additional principles for the design of ICBEE were identified:
5. Purposefulness and developmental nature – the environment is designed in accordance with the
goals of educational activities and should provide conditions for the development of subjects, the
formation of their key competencies.
6. Consistency and integrativity – the environment is considered as an integral system that combines
various components (technological, informational, pedagogical) based on unified approaches and
standards, ensures their functional and content integration.
7. Collaboration and interactivity – the environment should support active communication and
cooperation of subjects, provide various forms of synchronous and asynchronous interaction,
feedback, joint work on projects and research.
8. Accessibility and inclusiveness – the environment should be accessible for use by diferent
categories of subjects, including those with special needs, provide for adaptive interfaces, assistive
technologies, alternative content presentation formats.
9. Security and confidentiality – the design of the environment should take into account the
requirements of information security, personal data protection, copyright, prevention of technological
risks and failures.
10. Economic eficiency – the choice of platforms, services and tools for building the environment
should be based on an assessment of their functionality, scalability and total cost of ownership,
the possibility of integration with existing university systems.</p>
      <p>The above principles (figure 2) lay the conceptual foundation for the design of the ICBEE of the
university as a system that integrates the advantages of cloud and immersive technologies and
pedagogical innovations, ensures efective interaction of subjects in a virtual space and the formation of their
relevant digital competencies. The application of these principles allows implementing a systematic
approach to the design of ICBEE as an innovative high-tech educational environment focused on the
individual development and professionalization of future specialists. At the same time, it is important
to maintain a balance between technological innovations and the pedagogical expediency of their
application, ensuring the psychological comfort and productivity of subjects in the context of the
virtualization of the educational process.</p>
      <p>Openness and accessibility</p>
      <p>Personification and adaptability</p>
      <p>Innovation and
practical orientation</p>
      <p>Integration of traditional and
cloud-based tools
Systematic approach and integrativeness</p>
      <p>Collaboration and interactivity
Accessibility and inclusiveness</p>
      <p>Security and confidentiality</p>
      <p>The arrows in the diagram show the interconnections between the principles. Thus, the openness
and accessibility of the environment create conditions for personification and adaptability of learning,
the introduction of innovative practice-oriented technologies, and the integration of traditional and
cloud-based tools. A systematic approach to the design of ICBEE involves ensuring the collaboration
and interactivity of the environment, its accessibility for various categories of users, and the security
and confidentiality of data.</p>
      <p>Adhering to these principles when designing an immersive cloud-based educational environment of
the university allows for creating an innovative, technologically and pedagogically balanced
environment that promotes efective interaction of subjects in the virtual space and the formation of relevant
digital competencies.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>This paper presents a comprehensive analysis of the design and implementation of immersive
cloudbased educational environments (ICBEEs) in universities. Through the systematization and classification
of factual data obtained from a review of current research and practices, we identified key trends and
challenges in the adoption of cloud and immersive technologies in higher education.</p>
      <p>Our analysis revealed that the successful implementation of ICBEEs requires a holistic approach that
considers technological, pedagogical, and organizational factors. By modeling the structure of an ICBEE,
we identified its core components, including cloud platforms and services, immersive technologies,
e-learning resources, methodologies for their integration, and the community of stakeholders involved
in the educational process.</p>
      <p>Furthermore, we proposed a set of guiding principles for designing efective and engaging ICBEEs:
1. Openness and accessibility.
2. Personification and adaptability.
3. Innovation and practical orientation of technologies.
4. Integration of traditional and cloud-based learning tools.</p>
      <p>These principles underscore the importance of creating flexible, user-centered environments that
leverage the afordances of cloud and immersive technologies to enhance learning experiences and
outcomes.</p>
      <p>The application of these principles, along with the consideration of the identified components and
best practices, can guide universities in the design and implementation of ICBEEs that are pedagogically
sound, technologically robust, and aligned with the needs and expectations of learners and educators in
the digital age.</p>
      <p>Future research should focus on the empirical evaluation of the efectiveness of ICBEEs in various
educational contexts, as well as the development of standardized frameworks and methodologies for
their design, implementation, and assessment. By continuing to investigate and refine the principles and
practices of ICBEE design, we can harness the potential of these innovative environments to transform
and enrich higher education in the 21st century.</p>
    </sec>
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