# Virtual Reality in Space Technology Education
## 5 Discussion  
VR is capable of revolutionizing the learning experience. It gives students access to experiences they otherwise would not have had [18]. The spread of VR technology was initially centered around games, but now VR is used in various sectors, such as education, medicine, health and engineering [27]. Furthermore, with the recent revolution in information and communications technology, teachers and students have access to many new teaching methods and tools, such as VR [34].  
This study used VR to simplify space technology concepts for K-12 students. In addition, this study used VR to develop educational means that combine science and fantasy to motivate children, build their skills, and establish their capabilities of imaginative thinking.  
Evaluating the VR trial was based on comparing the test scores of 100 students before and after the experiment. Moreover, students have to fill in a survey after the experiment. The trial showed that the VR gaming group performed better on the post-test than on the pre-test and even better than the control group. To evaluate VR in education, the rubrics should cover virtual representation, learning theory, user experience and human interactive design domains [17]. The survey for the VR trial was designed to cover most of these domains. Eightly percent of respondents said they had no trouble following up with the experiment since 75% reported that the information was \"simple and interesting\", 67% said they had no problem with the glasses and 90% said they gained knowledge about satellite from experience. Students enjoyed the VR experiment and were willing to repeat it as, according to the survey, 85% of the students were keen to repeat the experiment.  
Converting the classroom into a dynamic learning environment has proven to be an effective and sustainable method of educating children. In addition, the immersive nature of VR increased student engagement and motivation through the use novel instructional formats and strategies. Furthermore, the stalemate and abstraction associated with many conceptual pieces of knowledge were broken, and the learning process was made understandable and fun by presenting scientific topics in a friendly manner. Still, getting VR widely adopted in classrooms and other educational settings is challenging. For VR to work well and provide worthwhile immersion and interactivity, it often requires sophisticated graphics capabilities that are not always feasible with regular computer hardware [1]. The use of virtual reality (VR) in virtual laboratories has emerged as a method to facilitate the learning and teaching process for a wide range of training activities [35].  
In addition, VR needs full packages, including installation, maintenance, and technical support. Despite that, they come with a cost that not every teacher, instructor, or educational institution can afford [34]. Experts in the field of space were required to create scenarios to connect business owners, end users and designers. It also needs a group of programmers to implement the experiment and turn it into a virtual learning lab. VR is sometimes viewed as a game that is not taken seriously; it is enjoyable to play with but not a genuine learning tool. Students may have a winning mentality but may not completely engage their minds to learn new information and exercise critical thinking [1].