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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Catalogization and systematic analysis of immersive applications for general secondary education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yurii Bohachkov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yuliia Nosenko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavlo Ukhan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</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>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>13</volume>
      <issue>2025</issue>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Digital solutions are integrated into education at all levels, becoming integral. Among modern developments, a special place is occupied by immersive services, the implementation of which contributes to increasing student motivation and engagement, improving the assimilation of educational material, the formation of practical skills through simulations, etc. Since the market for immersive services has significantly enriched in recent years and continues to fill dynamically, it is often dificult, and sometimes impossible, for users, including teachers, to choose an appropriate service among hundreds of existing solutions. In this regard, the problem of developing a database of immersive services arises - cataloging services with a balanced filtering system that would consider the needs of teachers and facilitate their search for appropriate solutions. Recent systematic analyses indicate that immersive technologies in secondary education span diverse platforms including virtual reality (VR), augmented reality (AR), mixed reality (MR), and tele-immersive environments, each ofering unique pedagogical afordances for spatial visualization, simulation, and collaborative learning. Meta-analyses demonstrate significant improvements in student engagement (efect size g=0.596-0.603) and learning outcomes, particularly in STEM subjects. The purpose of this article is to substantiate the structure of the catalog of immersive services with the aim of their pedagogically appropriate systematization for general secondary education. We analyzed various catalogs and aggregators of immersive services, comparing their features, filtering systems, advantages, and disadvantages. A survey of 16 experts with experience in scientific research and practical use of immersive services in education was conducted to determine filtering criteria. The developed “Catalog of Immersive Services” includes filtering by category (AR, VR, XR, 360-degree video, 3D-modelling), educational level (grades 1-4, 5-9, 10-11(12)), subject area, interface language, terms of use, and platform compatibility. The catalog serves as a practical resource for teachers to identify and implement appropriate immersive technologies in their educational practice.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;immersive services</kwd>
        <kwd>VR</kwd>
        <kwd>AR</kwd>
        <kwd>catalog of immersive services</kwd>
        <kwd>general secondary education</kwd>
        <kwd>pedagogical efectiveness</kwd>
        <kwd>teacher support frameworks</kwd>
        <kwd>technological integration</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Modern education is undergoing significant transformations under the influence of digital technologies
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Modern solutions such as cloud services [
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref5 ref6 ref7">2, 3, 4, 5, 6, 7</xref>
        ], adaptive learning systems [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ], artificial
intelligence [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13 ref14 ref15 ref16 ref17">10, 11, 12, 13, 14, 15, 16, 17</xref>
        ], immersive technologies [
        <xref ref-type="bibr" rid="ref18 ref19 ref20 ref21 ref22 ref23 ref24 ref25 ref26 ref27">18, 19, 20, 21, 22, 23, 24, 25, 26, 27</xref>
        ],
and others are actively integrated into the educational process, becoming its integral organic element.
Among modern developments, immersive services occupy a special place. Their integration into
the educational process contributes to increasing student motivation and engagement [
        <xref ref-type="bibr" rid="ref28 ref29 ref30">28, 29, 30</xref>
        ],
improving the assimilation of educational material, understanding of complex topics [
        <xref ref-type="bibr" rid="ref29 ref30 ref31">29, 30, 31</xref>
        ], forming
practical skills through simulations, gamification, developing critical thinking and problem-solving
skills [
        <xref ref-type="bibr" rid="ref31 ref32 ref33 ref34 ref35 ref36 ref37 ref38 ref39">32, 33, 31, 34, 35, 36, 37, 38, 39, 40</xref>
        ].
      </p>
      <p>Recent research demonstrates exponential growth in immersive technology applications in education.
Statistical analysis from the Web of Science database reveals that scientific publications on VR in
education increased from 22,010 in 2013 to 82,087 in 2024, while AR publications grew from 3,243 to
25,933 in the same period [41, 42]. This surge reflects both technological maturation and growing
recognition of pedagogical benefits, particularly in secondary education contexts where abstract concept
visualization and practical skill acquisition are critical [43, 44].</p>
      <p>Users of these new technologies (teachers, students, developers) face the problem of finding the
necessary services for educational purposes. When choosing a service, it is necessary to take into
account various aspects that significantly afect the efectiveness of its use. Therefore, the creation
of specialized service catalogs is relevant and appropriate. Given the rapid development of these
technologies, research into the scientific and methodological aspects of their implementation and use
in general secondary education is relevant and timely.</p>
      <p>Along with the undeniable advantages and great potential of immersive developments, there are
related problems with their use and serious educational challenges. Thus, the rapid growth of VR/AR
services has led to their rapid introduction into education at various levels, causing a certain dispersion
and chaos in their use. The market for immersive services has significantly enriched in recent years and
continues to fill dynamically. Users, including teachers, often find it dificult, and sometimes impossible,
to choose an appropriate service among hundreds of existing solutions. There are compatibility problems,
the lack of uniform standards for integrating VR/AR into the educational process, schools risk investing
in outdated or unsupported technologies, and teachers find it challenging to choose the appropriate
service.</p>
      <p>Developing a database of immersive services – cataloging VR/AR services with a balanced filtering
system that would consider the needs of teachers and facilitate their search for appropriate solutions –
will help solve the outlined problems. The filtering system should consider pedagogical, technological,
regulatory, and other aspects of using services.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>Scientific interest in immersive technologies in various fields of education and science has almost
doubled over the past three years, as confirmed by statistical data on publications indexed by the
international database Web of Science (table 1, figure 1).
VR
AR
XR
360-degree video
2013</p>
      <p>
        The scientific understanding of the phenomenon of immersive technologies (derived from “to
immerse”) is substantiated in the works of many researchers. The essence of the concept of “immersive
technologies” was considered by Simpkins et al. [45], Pavithra [46], Kirandeep [47], Mütterlein [48], Suh
and Prophet [49], Ahmadi and Gilardi [50], Mystakidis and Lympouridis [51], Lytvynova and Soroko
[52]. The advantages of using immersive technologies, VR, AR, XR in education were studied by
Merchant et al. [53], Parong and Mayer [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], Fitrianto and Saif [54], Shi et al. [55], Alzahrani [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], Özeren
and Top [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], Ibáñez and Delgado-Kloos [56], Ferrer-Torregrosa et al. [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], Lytvynova and Soroko
[52], Parshukova and Parshukov [57], Palamar et al. [58].
      </p>
      <p>Recent systematic reviews and meta-analyses provide robust evidence for the pedagogical
efectiveness of immersive technologies. A comprehensive meta-analysis by Zhou [59] examining 46 studies
with 5,415 students found that online argumentation activities using immersive platforms showed
significant positive efects on both “Learn to Argue” (Hedges’ g = 0.603) and “Argue to Learn” (Hedges’
g = 0.596) abilities. Furthermore, research indicates that VR environments are particularly efective for
22,010
3,243 2,323
STEM education, with the greatest impact observed in natural science topics, while AR shows stronger
adoption in K-12 contexts compared to higher education [41, 60].</p>
      <p>In a number of publications, experts emphasize the feasibility and advantages of cataloging apps.
Various aspects of cataloging software applications are presented by Shuqing et al. [61], who analyzes
XRZoo, a large-scale and versatile dataset containing 12,528 free XR applications from nine app stores.
The dataset covers all XR techniques (AR, MR, VR) and diferent usage areas, providing detailed
metainformation about each application.</p>
      <p>Kwid et al. [62] reviews AI tools and platforms for K-12 education and provides practical guidance
for teachers on using these tools. AI tools are classified by purpose: educational, administrative, and
analytical. The review conducted in the article aims to help teachers choose the appropriate AI tools
for specific purposes.</p>
      <p>Recent research identifies critical factors for efective immersive technology integration in secondary
education (table 2). A study by Boel et al. [60] involving 2,640 secondary education students found
that behavioral intention to use immersive VR was significantly influenced by performance expectancy,
efort expectancy, and personal innovativeness, accounting for 50% of variance. Additionally,
genderspecific design considerations are crucial, as research by Portuguez-Castro and Santos Garduño [63]
demonstrated that female students showed superior engagement across all motivational dimensions
(attention, relevance, satisfaction, confidence) when using VR applications.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Research methods</title>
      <p>During the study, theoretical methods of scientific knowledge were applied: analysis, synthesis,
generalization of national (Ukrainian) and foreign scientific sources on the research problem; analysis of
various catalogs and aggregators of immersive services; comparison of their features, filtering systems,
advantages, and disadvantages.</p>
      <p>To determine the feasibility of filtering options in the “Catalog of Immersive Services”, a practical
method was used – a survey of experts (16 people with experience in scientific research and practical
use of immersive services in education, of which 12.5% are doctors of sciences, 50% are PhD, 37.5% are
researchers without a scientific degree).</p>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>Currently, some resources in the web space aggregate immersive services according to specific
parameters. For example:
• Vrara.com – a selection of VR/AR solutions from the VR/AR Association (VRARA);
• Commonsense.org – contains various resources (reviews, analytics, services, lessons, etc.), the
ability to filter (by age (grade), resource type, subject, language (English, Spain), etc.);
• EdTechIndex.org – a selection of services of various types, over 1800 units. A filtering system has
been developed based on various categories – age, subject area, target audience, resource type,
purpose, etc. However, the set of immersive services is quite limited: the catalog contains only 21
VR services, 5 AR services, and 3 XR services;
• Classvr.com – a platform for schools with ready-made VR lessons. Ofers high-quality immersive
learning solutions, which, however, are paid and mainly in English;
• MelScience.com – contains a list of specialized services – for studying STEM, mathematics, physics,
chemistry, and medicine. In total – about 45 services;
• Sketchfab.com – contains an extensive library of 3D models for AR/VR. These are not ready-made
solutions, but can be used in the development of such solutions.</p>
      <p>Some of the existing resources ofer the ability to filter by technology (VR, AR, XR, etc.), by subject
area (STEM, mathematics, biology, history, etc.), by age group (preschool education, elementary school,
middle/high school, higher education, adult education, etc.), by price (free, paid, demo versions), by
supported platforms (iOS, Android, Web, etc.), by interface language (monolingual (mostly English),
multilingual), etc. When describing a service, such aspects as its name, link to the oficial page or
website, an overview of functionality, equipment requirements, and screenshots/videos are mainly
considered.</p>
      <p>However, the resources that currently exist have some shortcomings that reduce their usefulness for
implementation in the educational process, in particular in Ukraine:
• existing aggregators usually ofer a regular list of services in a list limited to the name and their
description, sometimes a link. At the same time, the possibility of filtering is either completely
absent or contains only a few options;
• a small selection of immersive services - the vast majority of existing databases and catalogs
aggregate services of various types, excluding AR/VR altogether or including only a small number
of them (small selection);
• a language barrier - existing developments do not have a Ukrainian-language interface; they are
mainly English-language;
• some aggregators work only on a paid subscription (e.g., Labster), which imposes an additional
ifnancial burden on schools;
• some platforms (e.g., Meta/Oculus) collect user data, which may contradict Ukrainian laws on
protecting personal data about children.</p>
      <p>In this regard, there was a need to create a catalog of immersive services that could be used to support
the educational process in general secondary education institutions in Ukraine.</p>
      <sec id="sec-4-1">
        <title>4.1. Choosing an appropriate immersive technology or service</title>
        <p>There are three key components required for any immersive technology to function:
1) hardware (equipment) – high-quality hardware is of paramount importance to ensure a realistic and
practical immersion efect: headsets, sensors, controllers, and haptic devices that provide physical
feedback (Oculus Quest, HTC VIVE Focus, etc.); smartphones equipped with a camera and sensors,
etc.;
2) software – the software component creates the digital environment where users interact. Various
programming languages, libraries, and software development kits are used to create immersive
environments, ranging from realistic simulations to fantasy worlds. Good software provides good
integration between the hardware and the user interface.
3) user interface (UI) – an essential component of immersive technology, referring to how users interact
with the digital environment. An intuitive and natural user interface contributes significantly to an
immersive experience. Factors to consider include:
• User comfort and ease of use – users should be able to interact with the digital environment
without stress or discomfort, which can be achieved by providing an intuitive interface.
• Integration: the user interface should be well integrated with the hardware component,
supporting the user’s convenience and ease of interaction.</p>
        <p>Considering these aspects will help ensure a positive user experience and broader adoption of the
technology, which is especially important when using it for educational purposes.</p>
        <p>In addition, it is essential to enable the selection of services taking into account the following aspects:
• purpose of use – think about the subject area for which the service is planned, what goals we are
trying to achieve by implementing a new technology, and determine the specific tasks that need
to be performed. Understanding the needs of use allows you to decide which functions are most
important;
• user experience – determine the target group of users and assess their overall understanding of
using immersive technology (is prior training, instruction, training required?);
• technical requirements – check whether the selected technology is compatible with the devices,
software, and networks used by the team you are using;
• scalability – consider the possible allowable number of users, whether the technology provides
the desired level of collaboration and interaction, whether it will allow you to reach the required
number of users;
• cost – assess the cost of the technology, including any hardware, software, or licensing fees, and
determine whether this fits within the available budget;
• localization – determine which languages are available in the settings and whether there is a
language barrier;
• security – assess the security features of the technology, including data protection, encryption,
and access control to ensure that confidential information is protected;
• support – determine the level of support available from the technology provider, including
technical assistance, training, and user forums.</p>
        <p>Thus, when creating a “Catalog of Immersive Services”, it is essential to provide such a filtering
option so that the teacher can choose the most appropriate service, taking into account their own
experience, material, and technical capabilities.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Selecting options for filtering in the “Catalog of Immersive Services”</title>
        <p>To determine the appropriateness of the selected filtering options in the “Catalog of Immersive Services”,
we surveyed experts – 16 people with experience in scientific research and practical use of immersive
services in education (12.5% – doctors of science, 50% – PhD, 37.5% – researchers without a scientific
degree).</p>
        <p>The researchers were ofered a list of criteria for selecting immersive services (what should the user
(teacher) be guided by when choosing a service?), the importance of which had to be assessed on a
Likert scale from 1 to 10, where “1” is entirely insignificant, “10” is very important.</p>
        <p>The experts selected the following criteria for choosing immersive services as the most important:
• subject-oriented nature of the service (e.g., for physics simulations, for anatomy visualizations,
etc.);
• “complexity” or “simplicity” of the service (need for prior preparation to work with the service);
• availability of ready-made visualizations/simulations;
• the possibility of creating your visualizations/simulations;
• compatibility of the service with existing technical means (ability to reproduce on the existing
operating system, ability to use on existing gadgets, with available disk space, etc.);
• scalability (does the service allow to reach the required number of users);
• cost (is the service free? If not, is the price afordable?);
• localization (does the service support the Ukrainian language?);
• security (security features of the service, including data protection, encryption, and access control
to ensure the protection of confidential information, etc.);
• support (high-quality and prompt technical support from the provider).
• 8-10 points – critical (in the table marked as “+”);
• 5-7 – possible (in the table marked as “+/–”);
• 1-4 – not important (in the table marked as “–”).</p>
        <p>From the data presented in table 3, we can draw the following conclusions:
• all the proposed criteria are appropriate to be used when selecting immersive services since
each criterion received expert ratings in the range of 5-10 on a 10-point Likert scale (which we
summarized as “very important” and “possible”);
• the experts excluded none of the proposed criteria (none received low scores in the range of 1-4,
which would characterize it as “not important”);
• the proposed criteria can be used when developing a filtering system in the “Catalog of Immersive
Services” to simplify the search for appropriate services by secondary school teachers.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Technical aspects of creating the “Catalog of Immersive Services”</title>
        <p>Before creating the “Catalog of Immersive Services”, the task was set to obtain the following results:
• a convenient filtering system that takes into account the needs of the target group;
• an attractive and convenient presentation of data at the stage of use;
• the catalog should provide convenient filling and editing for its editors.</p>
        <p>The catalog was designed using a no-code approach, without the need to pay for services or
infrastructure during its use.</p>
        <p>Given the task set, Softr (https://softr.io/) was chosen to create the catalog – a service for creating
websites and web applications without code.</p>
        <p>In the free tarif plan, Softr allows you to:
• create an interface to data that will be stored in Airtable, Google Sheets, or Notion;
• use the main types of blocks when creating, such as list, grid, table, form, object detail, and others;
• have up to 10 users who can log in using a password or Google account (in our case, these are
moderators who add new services to the catalog or check services added by unregistered visitors
before publication);
• serve an unlimited number of users;
• connect your domain (in our case, we used our domain in the pp.ua zone – the only zone in the</p>
        <p>Ukrainian segment that provides the opportunity to register a domain for free);
• set up integration with Google Analytics and/or Google Tag Manager.</p>
        <p>We also analyzed certain limitations inherent in Softr and also identified ways to solve potential
related problems:
• in the free tarif plan, the service allows the created web application to work with a maximum
of 1000 records (immersive services). Achieving the threshold value by the catalog would mean
its demand and usefulness for users. In this case, the task of expansion will arise, which can be
achieved by moving away from the no-code approach, rewriting the interface part of the catalog
using, for example, the Astro framework (https://astro.build/) and Cloudflare Pages hosting
(https://pages.cloudflare.com/). At the same time, the possibility of unrestricted use of the catalog
will continue to be preserved;
• when creating the catalog, Softr allowed you to choose the sorting of elements only when creating
a web application and not during use. We bypassed the restriction on sorting selection by creating
an additional page on which you can view the catalog elements in the reverse order of the time
they were added to the catalog.</p>
        <p>Figure 4 shows a description of one of the services as it is displayed in the catalog. In addition to the
functionality and possibilities of use, the description also contains a link to this service and screenshots.
This also helps in deciding on the appropriateness of a particular service for educational purposes.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Framework for teacher support and professional development</title>
      <p>Research consistently demonstrates that teacher training and support are critical factors for successful
immersive technology integration. A longitudinal study by Mills et al. [64] found that while teachers’
beliefs about inquiry-based learning improved after VR implementation, their actual classroom practices
remained unchanged without continuous professional development. This highlights the need for
comprehensive support frameworks that bridge the gap between technological potential and pedagogical
practice (table 4).</p>
      <p>In the future, it is planned to create a separate function in the catalog, “Compatibility Calculator”,
with which the user can set their preferences (in the form of corresponding coeficients), and the system
will calculate an integral indicator for each service. This will allow you to optimize the choice of the
necessary service further.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions and prospects for further research</title>
      <p>In the current digital transformation of education, immersive technologies occupy a special place.
Their implementation is less intensive in general secondary education than in higher and vocational
education. Still, it has significant prospects in increasing student motivation and engagement, improving
the assimilation of educational material, developing critical thinking and problem-solving skills, and
forming practical skills through simulations, gamification, etc.</p>
      <p>Along with the undeniable advantages and great potential of immersive developments, there is a
Framework component
Technical training
Pedagogical integration
Content creation
Continuous support
Evaluation methods</p>
      <p>Description</p>
      <p>Implementation strategy
Hardware setup, software navigation, Hands-on workshops, video tutorials
troubleshooting
Curriculum alignment, lesson design, as- Collaborative planning sessions,
exemsessment methods plar lessons
Developing custom VR/AR materials Template libraries, authoring tools
train</p>
      <p>ing
Ongoing assistance, community build- Online forums, peer mentoring, regular
ing check-ins
Measuring impact on learning outcomes Pre/post assessments, student feedback
tools
problem with their organization and cataloging to ensure a convenient search for appropriate services
for use by teachers in the educational process. A review of the literature and some existing online
resources showed that existing catalogs and service aggregators have shortcomings and do not fully
provide the functionality necessary for educators. Typically, such catalogs are not specialized and do
not allow you to search for the required services by specialized attributes.</p>
      <p>Our analysis, informed by comprehensive research spanning 2018-2024, reveals that efective
catalogization must address multiple dimensions: technological diversity (VR, AR, MR, tele-immersive
platforms), pedagogical alignment, teacher support mechanisms, and context-specific implementation
challenges. The integration of systematic filtering criteria based on expert consensus and
empirical evidence ensures that the catalog serves as both a practical tool and a framework for informed
decision-making in educational technology adoption.</p>
      <p>In this regard, there was a need to create a “Catalog of Immersive Services”, which satisfies the key
search needs of teachers, who can choose the optimal VR/AR services and take advantage of their
advantages in teaching various subjects (figure 5). The catalog contains a convenient filtering system,
which took into account the results of a survey by a group of experts. In particular, the catalog allows
you to select services by category, educational level, subject for which the service will be used, interface
language, and payment terms.</p>
      <p>Identify
educational need
Apply catalog filters</p>
      <p>Evaluate
options
Implement
and monitor</p>
      <p>Update catalog
Collect feedback</p>
      <p>We consider it appropriate to recommend the “Catalog of Immersive Services” to teachers for use in
the educational process.</p>
      <p>Based on our findings and the comprehensive analysis of current research trends, we propose the
following directions for future development:
1. Conduct extended research (minimum 6-12 months) to assess the sustained impact of immersive
technologies on learning outcomes, particularly in Ukrainian secondary schools.
2. Create culturally relevant, Ukrainian-language immersive content aligned with national
curriculum standards, addressing the current dominance of English-language resources.
3. Develop and evaluate low-cost immersive solutions suitable for resource-limited schools,
particularly in rural areas where infrastructure challenges persist.
4. Establish comprehensive training programs that combine technical skills with pedagogical
strategies, incorporating the TPaCK (Technological Pedagogical Content Knowledge) framework.
5. Develop new assessment tools specifically designed for evaluating learning in immersive
environments, moving beyond traditional testing methods.
6. Establish clear protocols for data privacy, student safety, and ethical use of immersive technologies
in educational settings, particularly concerning minors.</p>
      <p>Further research should be directed to studying the efect of the widespread implementation of the
catalog of immersive services, reflections of users of this catalog, substantiation of the methodological
foundations of its use, in particular for various subject areas.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>The authors have not employed any generative AI tools.
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