Research & Development

A Critical Review of the Use of Virtual Reality in Software Engineering Education and Training.
ALAMBDA WORLD VR LINK – VR SDT (Software Development Training)

Virtual Reality (VR) has been rapidly recognized and implemented in Software Development training (SDT ) in recent years due to its benefits of providing an engaging and immersive environment. The objective of this review is to critically collect and analyze the VR applications in SDT, aiming at all VR-related journal papers published from 1997 to 2017. The review follows a three-stage analysis of VR technologies, applications, and future directions through a systematic analysis. It is found that the ALAMBDA LINK – VR SDT technologies adopted for SDT evolve over time, from desktop-based VR, immersive VR, 3D game-based VR, to Building Information Modelling (BIM)-enabled ALAMBDA LINK – VR SDT. A sibling technology, Augmented Reality (AR), for SDT adoptions has also emerged in recent years. These technologies have been applied in architecture and design visualization, construction health and safety training, equipment and operational task training, as well as structural analysis. Future research directions, including the integration of VR with emerging education paradigms and visualization technologies, have also been provided. The findings are useful for both researchers and educators to usefully integrate ALAMBDA LINK – VR SDT in their education and training programs to improve training performance.

We provide a space for young minds to explore, learn and create. Our main focus is on spatial learning. We provide a place where students can come together and share ideas, curriculums and learn with one another. In this virtual space, they can be anyone they want to be, they can create anything they want to make – it’s the 21st-century classroom!

Our product is an online education system that teaches students in VR via a Java-based engine. This enables students to learn at their own pace, without the need for physical classrooms or teachers. Our curriculum is designed for K-12 and post-secondary, vocational, and career training. The system educates the soft skills necessary to get a job and the hard skills needed to succeed on the job. Unlike competing products, we offer high levels of interactivity, allowing students to complete more tasks per session.

Outline of Research and Development Project: Educating in the metaverse: Are virtual reality classrooms the future of education? What is metaverse learning?

Proof of Concept (Proving the Theory): Deploying the VR-SDT to Campus and classes

Virtual Reality is a fundamental innovation that will change the way we learn, work, and play. My company is pioneering the development of immersive, virtual reality environments and technologies to build worlds in which people are fully immersed and able to interact with one another and their surroundings. We’re creating VR environments for vocational training, teaching college courses, homeschooling, and more!

ALAMBDA LINK – VR SDT is the next frontier in Training. Our platform, ALAMBDA LINK – VR SDT, is a next-generation operating system for ALAMBDA LINK – VR SDT that compiles Java, C, and GLSL. Providing an interactive and immersive environment for developing and presenting applications, Metaverse ALAMBDA LINK – VR SDT is like coding without limits. We are also working on educational software for elementary school children to learn vocational skills like programming, mathematics, and logic.

Rather than one ALAMBDA LINK – VR SDT experience, we have created an immersive multi-user virtual environment that you can alter and customize as you please. Users can create their own avatars and explore three different dimensions – the physical world, the internet, and social media in the digital world, and the area for 3D interactive games in the gaming world.

ALAMBDA is a leading provider of high-quality, interactive, and immersive content using virtual and augmented reality solutions.
Give your students an interactive and immersive virtual classroom from your browser on desktop, mobile, and ALAMBDA LINK – VR SDT school campus.

VR-SDT in-class learning and Collaboration tools.

We offer software that provides immersive training simulations, virtual classrooms, and online classrooms. Users can attend lectures from world-renowned professors in their field of interest from the comfort of their homes and have their progress recorded. They have a wide selection of colleges and vocational schools to enroll in with flexible hours and affordable tuition.

Imagine a world where you could work, train, and learn in virtual reality. A place where you could be whatever you want to be, with unlimited possibilities. Where your skills are put to the test in a safe and limitless environment. Where the best of the best go-to showcase their talent to the world. This is our vision for Alambda Link ALAMBDA LINK – VR SDT. We provide services in VR software development, training, college preparation, vocational education, and Java programming.
Students will be permitted to choose their own course of studies and select projects and tasks scheduled as live ALAMBDA LINK – VR SDT sessions, which could take them from Ancient Rome or the Oval Office in the White House for a history class or let them get up close up and personal with the planets for astronomy.

The school, which claims to be the “world’s first virtual classroom,” says they are addressing a need borne out of the COVID-19 pandemic with its many waves and variants, to find alternative ways to reach pupils.

We provide the tools to innovate beyond our current reality. We promise to bring you the tools to innovate in the next phase of our digital world.

Immersive Learning is a Java-based open-source Virtual Reality platform that offers a complete library of interactive training modules for any profession. It has been used extensively in the fields of vocational training, education, and workplace training. Immersive Learning has been downloaded by over 500K people around the world and has over 6,000 active users monthly.


What are the advantages of metaverse?
A platform based on Metaverse provides a more immersive experience for social media users by enticing a feeling of presence among them. Combining virtual reality and augmented reality enables a more realistic digital experience beyond the present social media universe’s abilities.

We’re a company that creates educational and training content for college, vocational, school, and Java training. Our VR-based java training course leverages the latest in VR technology to closely simulate a developer’s actual work environment and make learning feel more natural. Trainees will have an exciting, immersive experience learning java.

We offer comprehensive ALAMBDA LINK – VR SDT training, a multiplayer VR game, a VR app store, and an online community for VR developers and gamers.

I have been working on this idea for a long time. I have brought it to the point where it’s very close to the final product. I just need to finish the code and design. I am a software developer, and I can teach you how to code in Java, C, or JavaScript. We can start with something small for example programming a bowling game. You can also be a mentor.

Learn more about Unity/ UnReal Gaming and Business’s commitment to education and their partnership with PLTW.
Discover new ways of teaching and learning in the Metaverse with our new – Game Design and Development Module powered by Unity/ UnReal Gaming and Business.
Hear from fellow educators teaching and learning in virtual worlds.
View a live in-experience demo on the Alambda Studio ALAMBDA LINK – VR SDT platform and see for yourself.

What If Our Only Solution to the Teacher Shortage is the Metaverse ALAMBDA LINK – VR SDT?
25% of American teachers planned to leave the profession this year. As of this month, the number of teachers “very likely” to leave the profession has increased to 33% according to an EdWeek Research Center Survey. If we also add those “somewhat likely” to resign, the total of potential teachers leaving the profession becomes 54%.


Proof of Concept,

The proposal – To Department of Education We focus on the use of immersive ALAMBDA LINK – VR SDT in higher education and answer the following questions:

How are immersive ALAMBDA LINK – VR SDT technologies embedded into higher education?

What design elements, learning contents, and immersive technologies have been laid out to support VR-SDT-based learning?

What learning theories have been applied to guide VR-SDT application design and development for higher education?

What evaluation methods have been employed to evaluate the learning outcomes?

What higher education domains have applied VR-SDT to teaching and learning?

Supporting Research:
STTR for the Technology Transfer Platform to be built is a priority
VR-SDT has been described as the learning aid of the 21st century (Rogers, 2019). A study suggests that students retain more information and can better apply what they had learned after participating in VR-SDT exercises (Krokos, Plaisant, & Varshney, 2019).
Due to the increasing scholarly attention paid to VR-SDT technologies, there are already a few comprehensive overviews and systematic mappings of VR-SDT applications for education (Jensen and Konradsen, 2018, Merchant et al., 2014). For example, Merchant et al. (2014) focus on desktop VR in education while Jensen and Konradsen (2018) emphasize the application of HMD technologies. Although Jensen and Konradsen (2018) have a similar focus to this review, which is in terms of learning experience and learning outcome, they are not specific about their target audience (such as K12, higher education, vocational training, or job training).

1. Theoretical background
In this section, we draw the background of the two main topics combined in this paper: immersive VR-SDT and learning theories. Bringing these topics together allows us to analyze the usage of VR-SDT in the higher education context.

1.1. VR-SDT and immersion
VR-SDT can be defined as “the sum of the hardware and software systems that seek to perfect an all-inclusive, sensory illusion of being present in another environment” (Biocca & Delaney, 1995). Immersion, presence, and interactivity are regarded as the core characteristics of VR technologies (Ryan, 2015, Walsh and Pawlowski, 2002). The term interactivity can be described as the degree to which a user can modify the VR environment in real-time (Steuer, 1995). Presence is considered as “the subjective experience of being in one place or environment, even when one is physically situated in another” (Witmer & Singer, 1998). While researchers largely agree on the definitions of interactivity and presence, differing views exist on the concept of immersion. One branch of researchers suggests that immersion should be viewed as a technological attribute that can be assessed objectively (Slater & Wilbur, 1997), whereas others describe immersion as a subjective, individual belief, i.e., a psychological phenomenon (Witmer & Singer, 1998).

describes learning as following a cycle of experiential stages, from concrete experience, observation and reflection, and abstract conceptualization to testing concepts in new situations. Experientialism adopts the constructivist’s point of view to some extent—e.g., that learning should be drawn from a learner’s personal experience. The teacher takes on the role of a facilitator to motivate learners to address the various stages of the learning cycle (Kolb & Kolb, 2012).

takes into account the digital age by assuming that people process information by forming connections. This newly introduced paradigm suggests that people do not stop learning after completing their formal education. They continue to search for and gain knowledge outside of traditional education channels, such as job skills, networking, experience, and access to information, by making use of new technology tools (Siemens, 2014).

Let’s face it: our world is changing – fast. New technologies are being developed and every day, new jobs are being created because of them. But there is a gap: the skills that people need to work in these new jobs aren’t always immediately available in our schools and colleges.

The world of VR is rapidly opening, and we want to help it grow with you. Our Metaverse software has a number of features including -Live streaming -Fully interactive training -AI-powered speakers & 3D models -Tremendous scalability for your needs

The future is here. Virtual Reality is about to change the world. Are you ready for it? Let us show you how.

AlambdaLink VR-SDT – strives to make the world a better place by providing innovative, accessible, and affordable VR training solutions for companies, schools, and organizations. Our team of experts in VR development and education will work with you to create custom VR content that will revolutionize how people learn.


James Hill