Virtual reality in libraries to enhance children's learning engagement: a conceptual framework
- 19 June 2026
- journal article
- Published by Emerald Publishing in Library Hi Tech
- Vol. 44 (2-3) , 287-300
Abstract
Purpose: This paper aims to propose a conceptual framework that explores how Virtual Reality (VR) can enhance children's learning engagement in library environments. As libraries transform into interactive learning hubs, integrating immersive technologies presents new possibilities for engaging young learners. Design/methodology/approach: The study adopts a conceptual research approach grounded in three theoretical foundations: cognitive theory of multimedia learning, flow theory and the technology acceptance model. A systematic literature review and theoretical synthesis inform the development of the proposed model. This study is conceptual in nature and does not include empirical validation, but provides a foundation for future empirical research. Findings: The framework highlights the roles of VR experience quality and educational content relevance in enhancing perceived enjoyment, curiosity stimulation and library space perception. These mediating factors contribute to greater learning engagement among children. The study identifies key constructs and relationships that explain how immersive VR environments can transform passive library visits into meaningful and engaging learning experiences. Practical implications: This study offers a theoretical base for future empirical research and practical guidance for educators, librarians and policymakers aiming to implement VR technologies in libraries effectively. Originality/value: This paper fills a gap in existing literature by focusing on children's engagement with VR in library contexts, a topic often overlooked in educational and technological research. The conceptual model provides a foundation for advancing research in immersive learning environments within public and school libraries.Keywords
This publication has 48 references indexed in Scilit:
- The Evolving Role of Libraries: From Repositories to Dynamic Hubs2024
- Cognitive overload in immersive virtual reality in education: More presence but less learnt?Education and Information Technologies, 2023
- Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseVirtual Reality, 2023
- Systematic literature review and bibliometric analysis on virtual reality and educationEducation and Information Technologies, 2022
- A survey of challenges and methods for Quality of Experience assessment of interactive VR applicationsJournal on Multimodal User Interfaces, 2022
- Cognitive and emotional engagement while learning with VR: The perspective of multimodal methodologyComputers & Education, 2022
- A study of how immersion and interactivity drive VR learningComputers & Education, 2022
- Learning about history in immersive virtual reality: does immersion facilitate learning?Educational Technology Research and Development, 2021
- Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and TrainingTechnology, Knowledge and Learning, 2020
- The impact of virtual reality technology on tourists’ experience: a textual data analysisSoft Computing, 2020