# VR-Enhanced Cognitive Learning: Method, Framework, and Application
## 3 Literature Review
### Application of Virtual Reality in Education
#### 3.2.2 Research Progress  
Applications of VR in education are mainly in the following aspects.  
* Virtual learning environment Second Life is an immersion and cooperative online game-learning platform developed by [PERSON] et al. [12]. It is used to teach many subjects such as educational technology, computer, history, media, and writing. The Second Life platform has a large market in Western developed countries, including 80% of the universities in the UK, and more than 150 universities in the United States for establishing teaching and scientific research platforms [13].  
Sloodle is a three-dimensional learning environment developed based on the second life, which supports various forms of interactive teaching activities such as role-playing, collaborative learning, and activity construction [14].  
i3 DVLE is a three-dimensional virtual learning platform developed by [PERSON] and [PERSON] [15] for primary and secondary school teaching. After that, the research team successively developed a series of teaching assistant software. There are also many other VR-assisted teaching systems, such as the probability theory learning tool developed by [PERSON] et al. [16], and the AR English learning system developed by [PERSON] et al. [17]
* Virtual lab As is known, further understanding of knowledge needs the combination of theory and practice. However, many experiments require certain environments or specific types of equipment, which are often accompanied by certain risks. For this reason, many students can not personally participate in such experiments. The emergence of VR laboratories allows students to experience some experiments with high requirements for environments and equipment. This not only reduces the experimental expenses but also allows students to have an immersion experimental experience and strengthen their understanding.  
[PERSON] et al. [18; 19; 20] combined AR and somatosensory technology to realize the visualization of physical experiments. [PERSON] et al. [21] developed an astronomy experiment teaching platform based on VR technology. [PERSON] et al. [22] built a virtual reality mechanics laboratory. [PERSON] and [PERSON] [23] developed a virtual experiment system for science teaching in middle schools. The geographical and atmospheric learning experimental platforms were designed by [PERSON] and [PERSON] [24].  
[PERSON] et al. [25]. designed a set of virtual experimental teaching environments for fire escape training, and the effect is remarkable. With the help of VR technology, [PERSON] et al. [26] built a laparoscopy surgery training environment for training basic surgical skills. [PERSON] et al. [27] designed the learning systems or tools for the teaching of natural science courses.
* Virtual Library In a VR library, students can read electronic books and search for relevant book information. The virtual library facilitates the storage and reading of information while protecting the content of books and preventing the loss of books. The earliest e-book realized by VR technology is the magic book made by [PERSON] and [PERSON] [28]. It turns books into 3D scenes and animation for a vivid presentation. [PERSON] et al. [29] developed a virtual book to show a large number of laws in physics, which is called the book of the future. At present, the main limitations of VR-based learning applications are as follows.
* It can not well reflect the characteristics of autonomous learning. Although learners can independently choose the learning content and progress of the platform, they can not actively participate in the production or planning of learning objectives and content.
* The interleaving of teaching and learning and the interactive design of teaching and learning are still not perfect, which can not well combine the two tasks of virtual learning and teaching management.
* The sense of experience and immersion in virtual reality need to be further improved, and there are still some differences between the virtual learning environment and the real scene.