International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies


:: International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies

ISSN 2228-9860
eISSN 1906-9642



  • Potential Benefits and Challenges of Using Virtual Worlds in Saudi Arabia Secondary Schools

    Tarek Mohammed AlHassan AlSamdany (Faculty of Educational Graduate Studies, King Abdulaziz University, SAUDI ARABIA).

    Discipline: Education

    ➤ FullText

    doi: 10.14456/ITJEMAST.2022.237

    Keywords: Augmented reality; Virtual worlds; Challenges; Schools; Secondary school

    There are many potential benefits that virtual worlds may provide for improving learning, collaboration, motivation and therefore, the improvement of the academic performance of students. The virtual worlds may offer new experimental platforms through new interactions perceiving the changeable nature of technology. This study aimed to identify the challenges of using virtual worlds in schools in the Kingdom of Saudi Arabia. To achieve the objectives of the study, the researcher used the descriptive approach. The scale of challenges within the virtual world's environments was applied to a random sample of 420 secondary school teachers in Jeddah, and the arithmetic averages were used to calculate the degree of challenges in the environments of virtual worlds, and the study reached the following results. It was found that the study members agreed on the physical challenges of using virtual worlds techniques from the point of view of secondary school teachers for boys in Jeddah (mean 4.30) and that the study members agreed on the skill challenges facing the teacher in applying virtual worlds techniques with mean of 4.26. Also, the study members agreed on the financial and administrative challenges in applying the virtual world's techniques with a mean of 4.26. They agreed also on the possibilities of applying virtual worlds techniques with a mean of 3.47. Thus, the researcher recommended the provision of modern applications of devices that enable the application of the virtual world and the necessity of providing specialized courses in the field of virtual world's technologies, as well as providing an adequate budget and making a strong infrastructure that enables the application of virtual worlds in Saudi schools.

    Paper ID: 13A12F

    Cite this article:

    AlSamdany T.M.A. (2022). Potential Benefits and Challenges of Using Virtual Worlds in Saudi Arabia Secondary Schools. International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies, 13(12), 13A12F, 1-12. http://TUENGR.COM/V13/13A12F.pdf DOI: 10.14456/ITJEMAST.2022.237


  1. Abilleira, M., Garcia, M., Dedus, M. & Gonzalez, M. (2021).Technostress in Spanish University Teachers During the COVID-19 Pandemic.Frontiers in psychology. (13). 1-13.
  2. Aichner, T. &Jacob, F. (2015). Measuring the Degree of Corporate Social Media Use. International Journal of Market Research. 57 (2). 257-275.
  3. Badilla Q M.G., Sagredo, A.V. & Lytras, M.D. (2017). Pre-service teachers' skills and perceptions about the use of virtual learning environments to improve teaching and learning. Behaviour and Information Technology, 36:6, 575-588.
  4. Baragash, R. &Alsamarrai, H. (2019). Blended learning: Investigating the influence of engagement in multiple learning delivery modes on students. Telematics and Informatics. 35(7): 2082-2098.
  5. Bower, B.L. (2001). Distance Education: Facing the Faculty Challenge. Word Information Technology, 22: 121-29.
  6. Bruner, J. (2017). Factors Motivating and Inhibiting Faculty in Offering their Courses via Distance Education. Online Journal of Distance Learning Administration. Vol. (10), No. (2), pp. 36- 59.
  7. Burdea GC & Coiffet P. (2003). Virtual Reality Technology, 2nd edition, John Wiley & Sons, New York.
  8. Cahill, R. (2009). What Motevates Faculty participation in E-learning: A case study of complex factors. Ph.D. disscertation, University of st. Thomas, Pwblication No. AAT3340549.
  9. Charles, J (2015). Augmented Reality: A Technology for Integrated Learning. Published Research? Deemed University Gandhigram? Dindigul
  10. Chien, Chih-Feng., Davis, Trina., Slattery, Patrick., Keeney-Kennicutt, Wendy., & Hammer, Janet. (2013). Development of a Virtual Second Life Curriculum Using Currere Model. Educational Technology & Society, 16 (3), 204-219.
  11. Christopher, L. John, M.Down, B. Keith, W. & Penny L. (2004). The Attitudes of students and Academic staff Towards Electronic Course Support- are we convergent. ERIC Document No. 14435309.
  12. Connell GL, Donovan DA. & Chambers TG. (2016). Increasing the Use of Student-Centered Pedagogies from Moderate to High Improves Student Learning and Attitudes about Biology. CBE Life Sci Educ. Spring;15(1):ar3.
  13. Datta R, Upadhyay K. & Jaideep C. (2012). Simulation and its role in medical education. Med J Armed Forces India, 68(2):167-72.
  14. David J., Bird J, Smart P., Wilson M., Vine S. (2020). A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training. J. Frontiers in Psychology, vol. 11: 16-24.
  15. Ehsanpur, S. & Razavi, M.R. (2020). A Comparative analysis of learning, retention, learning and study strategies in the traditional and M-learning systems. European Review of Applied Psychology,70, 1 -9, 100605.
  16. Elessawi, N. & Fawzy, S. (2018). Students E-learning Acceptance: An Empirical Study through Extending Technology Acceptance Model in the Education Sector. JRL of the Faculty of Commerce for Scientific Research. 55(2). 1-137.
  17. Garcia, L. R., Herreros, S. H., & Puchades, J. M. R. (2022). Use of Minecraft: Education Edition for Teaching Pre-College Mathematics: Design of Educational Reinforcement. In Handbook of Research on International Approaches and Practices for Gamifying Mathematics (pp. 258-275). IGI Global press.
  18. Gray, R. (2019). Virtual environments and their role in developing perceptual-cognitive skills in sports, in Anticipation and Decision Making in Sport, eds A. M. Williams and R. C. Jackson (Abingdon: Routledge).
  19. Harasim, L. (2017). Learning theory and online technologies. Telematics and Informatics. 35(7)122-129.
  20. ICSLT (2019). Proceedings of the 5th International Conference on E-Society, e-Learning and e-Technologies 19, Association for Computing Machinery, New York, ] USA.
  21. James R.V. (2017). Interactive Augmented Reality, PhD Degree, presented to The College Arts and Science at the University of Rochester, New York
  22. Janeh, O., Langbehn, E., Steinicke, F., Bruder, G., Gulberti, A., and Poetter-Nerger, M. (2017). Walking in virtual reality: effects of manipulated visual self-motion on walking biomechanics. ACM Trans. Appl. Percept. 14:12
  23. Janelle, C., Champenoy, J., Coombes, S., and Mousseau, M. (2003). Mechanisms of attentional cueing during observational learning to facilitate motor skill acquisition. J. Sports Sci. 21, 825-838.
  24. Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K. (2011). The Horizon Report. Austin, TX: The New Media Consortium
  25. Julie, C. (2011). Augmentedreality methods and algorithms for hearing augmentation, Op. Cit. 23, p.4.
  26. Kasnawi, N. (2020). The degree of employing science teachers at the secondary stage in Mecca with augmented reality technology to develop informational awareness. Journal of the Egyptian Society for Reading and Knowledge. 20(2) 15-43.
  27. Liarokapis, F. & Anderson, E. (2014). Using augmented reality as medium to assist teaching in higher education. Coventry University, Conference: Eurographics, Sweden.
  28. Lim, K. & Lim, R. (2020). Semiotics, memory and augmented reality: History education with learner-generated augmentation. British Journal of Educational Technology.38:129- 134.
  29. Marzouk, A. (2020). The Influence of Augmented Reality and Virtual Reality Combinations on Tourist Experience, Journal of the Faculty of Tourism and Hotels-University of Sadat City.Vol. 3( 2), December, 2020.
  30. Messinger, P, Stroulia, E, Lyons, K. A (2008). Typology of Virtual Worlds: Historical Overview and Future Directions. Journal of Virtual Worlds Research, 1(1)111-119.
  31. Mills, S, Yanes, M; Casebeer K,, Cindy M. (2009). Perceptions of Distance Learning Among Faculty of a College of Education. Journal of Online Learning and Teaching, Vol. 5, No. I, march 2009.
  32. Mountain, D, Fotis L. (2007). Mixed reality (MR) interfaces for mobile information systems, Aslib Proceedings, New Information Perspectives, Vol. 59 No. 4/5, 2007, pp. 422-436.
  33. Obeidat, A., Allam S, Alshaya, S. (2011). Educational technology foundations and applications. Al-Rushd Library Publishers.
  34. Shonfeld, M., & Resta, P. (2019). Competitive game effect on collaborative learning in a virtual world. In M. Shonfeld& D. Gibson, (Eds.), Collaborative learning in a global world (pp. 91-110). Charlotte, NC: Information Age Publishing.
  35. Wang, W. (2016). Development of technological pedagogical content knowledge in PreK-6 teacher preparation programs (Master's message has not been published). Iowa State University.

Other issues:


Call-for-Scientific Papers
Call-for-Research Papers:
ITJEMAST invites you to submit high quality papers for full peer-review and possible publication in areas pertaining engineering, science, management and technology, especially interdisciplinary/cross-disciplinary/multidisciplinary subjects.

To publish your work in the next available issue, your manuscripts together with copyright transfer document signed by all authors can be submitted via email to Editor @ (please see all detail from Instructions for Authors)

Publication and peer-reviewed process:
After the peer-review process, articles will be on-line published in the available next issue. However, the International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies cannot guarantee the exact publication time as the process may take longer time, subject to peer-review approval and adjustment of the submitted articles.