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Abstract

It is estimated that by 2021, revenue from virtual reality systems could reach two hundred and fifteen billion dollars (Reyes, 2017). The leading investors in virtual reality systems include some of the largest technology companies: Facebook, Google, and Microsoft. This increased revenue spending has influenced and continues to influence improvements in virtual reality systems. As these new advances emerge, it is imperative that policymakers, educators and instructional designers consider the fusion of pedagogy and technology when using virtual reality systems.

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