## 4 Discussion
Both groups rated the preliminary and in-game instructions highly, with the expert panel giving 60% \"Excellent\" ratings and students rating them at 94% for preliminary instructions and 71% for in-game instructions as excellent or very good. This suggests effective guidance for users, though the students showed slightly higher satisfaction. Satisfaction with the 3D environment and 2D interface design was also high for both groups, indicating that the VR tool's visual and interactive elements were well-received. The experts and students alike found the interaction intuitive, with a majority indicating \"Almost always\" or \"Always\", though a few students faced occasional challenges, possibly due to varying levels of familiarity with VR technology. In terms of pedagogical integration, both groups recognized the VR tool's effectiveness in presenting electrical concepts, with 100% of the experts and 94% of the students affirming its appropriateness. The experts rated the degree of interaction with 3D objects highly, and 71% of the students rated it as excellent or very good, reflecting successful engagement. Most notably, 60% of the experts and 82% of the students believed the circuit-building module met real practice needs to a great extent or completely. Regarding security, both groups reported minimal issues, with the experts indicating no errors or physical effects and most students reporting similar comfort levels, though a few noted occasional dizziness or nausea. These findings suggest that the VR tool is well-designed, user-friendly, and effective in enhancing learning, though ongoing refinement and attention to individual user experiences could further optimize its impact. The slight differences in ratings between the two groups may be attributed to the experts' familiarity with VR technology and educational tools, compared to students' varying levels of prior exposure and experience. Consequently, this study explores the potential of VR to transform educational environments, focusing on how immersive technologies can enhance teaching and learning dynamics. By simulating realistic environments, VR significantly improves upon traditional educational methods. It provides students with immersive and interactive experiences that are crucial for understanding and retaining complex concepts, such as electrical circuits. This research contributes to the evolving understanding of how VR can be effectively integrated into educational methodologies to facilitate deeper learning. Theoretically, this research aligns with constructivist learning theories which emphasize active learning through experience and interaction, rather than a passive absorption of information. VR allows students to 'learn by doing' in a risk-free environment, which is particularly beneficial in technical disciplines where practical experience is crucial but often constrained by access to resources or safety concerns. Practically, the findings from this study demonstrate VR's potential to increase engagement and motivation among students, which are critical factors in educational success. By incorporating VR into the curriculum, educators can offer students a more engaging learning experience that not only improves comprehension but also encourages continuous learning and curiosity. Based on the results of this study, the following are recommended for the application of VR in educational settings: 1. the integration of VR into existing curricula to provide students with hands-on experience in a virtual environment, thereby enhancing their understanding of theoretical concepts; 2. the development of customizable VR content that educators can tailor to specific educational needs and learning outcomes, making VR a versatile tool across various subjects; and 3. a continuous evaluation and adaptation of VR applications in education to ensure they meet the evolving technological standards and educational requirements.