AUGMENTED AND VIRTUAL REALITY PROJECT TECHNOLOGIES IN MODERN EUROPEAN AND AMERICAN HISTORY RESEARCH AND TEACHING: PROFESSIONAL CAPACITY PERSPECTIVE

Authors

DOI:

https://doi.org/10.26661/

Keywords:

Digital Humanities, ProjectBased Learning, Virtual Reality, Augmented reality, Modern History of Europe and America, Historical Reconstruction, Professional Capacity

Abstract

The article explores the potential of using digital project-based technologies such as augmented reality (AR) and virtual reality (VR) in the study and teaching of modern history of European and American countries, within the framework of professionally oriented student training. The study emphasiz- es the significance of an interdisciplinary approach that integrates histori- cal knowledge, digital literacy, and project-based learning skills. AR and VR tools offer unique opportunities for enhancing the educational experience by enabling the visualization of complex historical events and environments through interactive simulations and immersive digital modeling. These tech- nologies help to bridge the gap between theoretical historical knowledge and its practical application, thus fostering the development of professional competencies relevant for future historians, educators, and digital humanities specialists. The article analyzes the advantages of immersive technologies in terms of student engagement, critical thinking, and the ability to explore reconstructed historical realities. It argues that AR/VR environments allow students to «enter» the past, interact with recreated historical contexts, and conduct independent inquiry through experiential learning. Examples of re- search scenarios built on Unity and Unreal Engine platforms are discussed, along with the use of Minecraft: Education Edition as a flexible tool to support historical exploration and collaborative digital projects. The implementation of AR/VR-based educational practices contributes to the creation of dynamic and inclusive learning environments that accommodate diverse student needs

and learning styles. Moreover, these technologies encourage teamwork, cre- ativity, and the ability to communicate complex historical narratives through interactive media formats. The integration of such technologies into the curriculum not only modernizes history education but also aligns with the broader goals of preparing students for interdisciplinary careers that combine humanities and digital innovation.

References

Ardito C. Enriching Archaeological Parks with Contextual Sounds and Mobile Technology. Interacting with Computers, 2022. № 24(4). P. 326–343.
Arici F. Research Trends in the Use of Augmented Reality in Science Education: Content and Bibliometric Mapping Analysis. Computers & Education, 2019. P. 142–160.
Bekele M. Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage. Journal on Computing and Cultural Heritage. 2018. 11(2). P. 101–136.
Cipresso P. The Past, Present, and Future of Virtual and Augmented Reality Research : Network and Cluster Analysis of the Literature. Frontiers in Psychology, 2018. № 9. P. 98–21.
Cohen D. Guide to Gathering, Preserving, and Presenting the Past on the Web. Philadelphia: University of Pennsylvania Press. 2015. 325 p.
De Freitas S. Education in Computer Generated Environments: Virtual Learning, Simulation and Games. Routledge. 2014. 232 p. Diegmann, P. Benefits of Augmented Reality in Educational Environments. Systematic Literature Review. Wirtschaftsinformatik Proceedings, 2015. P. 9–34.
Economou M. Promising Beginnings? Evaluating Museum Mobile Phone Apps. Museums and the Web. 2019. P. 68–91. Elliott D. Digital History and Hermeneutics: Between Theory and Practice. Berlin: De Gruyter. 2020. 265 p.
Kaley A. Historical Thinking and the Digital World: Practice, Theory, and Pedagogy. Routledge. 2022. 238 p.
Kartashova L. Tsyfrovi tekhnolohii dlia stvorennia navchalnoho seredovyshcha novoho pokolinnia yak ekosystemy. Khmelnytskyi : KhNU. 2020. S. 63–66.
Lee P. Putting Principles into Practice : Understanding History. How Students Learn: History in the Classroom. Washington, DC : The National Academies Press. 2015. P. 31–77.
Levstik L. Doing History : Investigating with Children in Elementary and Middle Schools. Routledge. 2015. 256 p. Osodcha K. Zasoby tsyfrovykh tekhnolohii dlia zabezpechennia spravedlyvoi yakisnoi neformalnoi osvity. Digital Transformation and Technologies for Sustainable Development all Branches of Modern Education, Science and Practice. 2023. S. 75–79.
Schreibman S. A New Companion to Digital Humanities. Wiley-Blackwell. 2016. 592 p. Seixas P. The Big Six Historical Thinking Concepts. Nelson Education. 2019. 160 p.
Tolmach M. Tsyfrovi tekhnolohii v osviti : mozhlyvosti y tendentsii zastosuvannia. Tsyfrova platforma: informatsiini tekhnolohii v sotsiokulturnii sferi. 2021. №4(2), S. 160–168.
Traverso E. The Past: Instructions for Use: History, Memory, Politics. Columbia University Press. 2021. 216 p. Wineburg S. Historical Thinking and Other Unnatural Acts : Charting the Future of Teaching the Past. Temple University Press. 2021. 256 p.
Yudenkova I. Pedahohichna diialnist v epokhu tsyfrovoho osvitnoho seredovyshcha : suchasni vyklyky ta perspektyvy.
Proiektuvannia tsyfrovoho osvitnoho seredovyshcha: suchasni vyklyky ta perspektyvy. 2023. S. 45–49.

Published

2025-12-05

How to Cite

AUGMENTED AND VIRTUAL REALITY PROJECT TECHNOLOGIES IN MODERN EUROPEAN AND AMERICAN HISTORY RESEARCH AND TEACHING: PROFESSIONAL CAPACITY PERSPECTIVE. (2025). Zaporizhzhia Historical Review, 8(60). https://doi.org/10.26661/