
Virtual reality and CPR: an analysis of the social-cultural and
technological gap between educational centers
Realidad virtual y RCP: un análisis de la brecha
sociocultural y tecnológica entre centros educativos
How to cite:
González Ortiz, J.J., Ortí Martínez, J.A., & Pardo
Ríos, M. (2026). Virtual reality
and CPR: an analysis of the social-cultural and technological gap between educational centers [Realidad virtual y RCP: un análisis de
la brecha sociocultural y tecnológica entre centros educativos]. Pixel-Bit, Revista de
Medios y Educación, 77, Art. 9. https://doi.org/10.12795/pixelbit.117328
ABSTRACT
The use of virtual
reality (VR) in educational settings has proven effective in developing
practical skills; however, its impact on children and its relationship with the
digital divide remain underexplored. This research, funded by Fundación Mapfre,
analyzes the learning curves of primary school students acquiring
cardiopulmonary resuscitation (CPR) skills through VR, comparing two schools
with different sociocultural contexts. A quasi-experimental study was conducted
with students from 3rd, 4th, and 5th grades. Each group completed two sessions
using Meta Quest 3 headsets and an immersive 360° video on basic life support.
Learning was assessed through six interactive questions and statistical
analysis (independent samples t-tests). The urban school showed significant
improvements in 3rd and 4th grades (p < .001), while the disadvantaged
school showed no relevant progress. In 5th grade, both schools exhibited
moderate improvements with no statistical significance. The findings reveal a
digital divide that affects not only access to technology but also its
educational effectiveness. It is concluded that the implementation of VR in
classrooms must be accompanied by inclusive digital strategies and targeted
teacher training.
RESUMEN
El uso de la realidad
virtual (RV) en contextos educativos ha demostrado ser eficaz en el desarrollo
de habilidades prácticas; sin embargo, su impacto en la infancia y su relación
con la brecha digital siguen siendo poco explorados. Esta investigación, financiada
por Fundación Mapfre, analiza las curvas de aprendizaje de estudiantes de
Educación Primaria al aprender reanimación cardiopulmonar mediante RV,
comparando dos centros con contextos socioculturales distintos. Se llevó a cabo
un estudio cuasiexperimental con alumnado de 3º, 4º y 5º de Primaria. Cada
grupo realizó dos sesiones con gafas Meta Quest 3 y un vídeo inmersivo de 360°
sobre soporte vital básico. Se evaluó el aprendizaje mediante seis preguntas
interactivas y análisis estadístico (pruebas t para muestras independientes).
El centro urbano mostró mejoras significativas en 3º y 4º (p < .001),
mientras que el centro en entorno desfavorecido no presentó avances relevantes.
En 5º, ambos centros registraron mejoras moderadas sin significación
estadística. Los datos reflejan una brecha digital que incide en la eficacia
educativa de la RV. Se concluye que su implementación debe ir acompañada de
medidas de inclusión digital y formación docente específica.
KEYWORDS · PALABRAS CLAVES
Digital divide; Social inequality;
Educational innovation;
digital transformation; Teaching
methods · Brecha digital; Desigualdad social;
Innovación pedagógica; Transformación digital; Método de enseñanza.
1.
Introduction
In Spain, in 2023
twenty-six percent of the population (26.5%) was at risk of poverty or social
exclusion (EUROSTAT, 2024). People who have experienced homelessness, due to
their situation of severe vulnerability, represent one of the most extreme manifestations
of poverty and social exclusion (Muñoz et al., 2004; Rivas-Rivero et al.,
2021). These individuals are not only in a situation of extreme poverty but
also suffer from a strong disconnection from family and social networks,
significant health deficits, and major difficulties in social and labor reintegration (Rodríguez-Moreno et al., 2021).
The Virtual Reality (henceforth VR) experience analyzed
in this article constitutes one of the innovative strategies implemented to enhance
health literacy from an early age, bridge the digital divide, and foster
meaningful, gamified learning adapted to contemporary technological challenges.
In the educational sphere, VR has proven to be an effective tool for
recreating complex and challenging scenarios, such as those involving the
acquisition of skills and preparedness for responding to emergency situations
requiring Cardiopulmonary Resuscitation (henceforth CPR). This technology allows
students, including those in Primary Education (aged 9, 10, and 11), to
practice within a safe, controlled, and hyper-realistic environment (Álvarez et
al., 2025; Bocos-Corredor et al., 2020; Ke et al., 2020).
From a pedagogical and methodological perspective, VR offers highly
interactive learning experiences, enabling students to manipulate and explore
concepts in a more realistic and significant manner. This facilitates
exploration and experimentation by immersing students in simulated environments
where they can interact directly with the subject matter (Álvarez et al., 2024;
Hamilton et al., 2021; Gómez et al., 2018; Sánchez et al., 2023). Furthermore,
as noted by Magallanes et al. (2021) and Maldonado et al. (2020), this
technology assists in training responses to potential everyday emergencies, as
these scenarios have been previously rehearsed and are thus
"familiar" to the student.
Various studies (Cerezo et al., 2019; Shin et al., 2023) have analyzed the efficacy of VR in teaching CPR within university
contexts. For instance, in the research conducted by Fernández et al. (2021)
with pre-service primary school teachers, traditional training was compared
with VR simulations. The results indicated superior theoretical and practical
outcomes in the latter group, particularly regarding the quality of chest
compressions. Similarly, Pérez-Rubio et al. (2023) found that the utilization
of a VR-based game improved both the technique and the efficiency of the chain
of survival among future educators.
1.1.
Social and Technological divide
The advancement of digital technologies has profoundly transformed
society, facilitating access to information, communication, and the execution
of daily tasks (García et al., 2020; Urquijo, 2017). Nevertheless, this
development has not been homogeneous, giving rise to what is known as the
digital divide—a phenomenon representing the inequality in the access, usage,
and appropriation of digital technologies (Cabero, 2004, p. 24). This disparity
particularly affects the most vulnerable groups, thereby impeding their full
integration into the digital society (United Nations, 2020).
In the case of Spain, disparities regarding access to digital
technologies remain significant. According to the National Statistics Institute
(INE, 2022), approximately 2 million individuals lack internet access, while 15
million possess low or non-existent levels of digital literacy. These figures reflect
a concerning disparity that primarily impacts the elderly, residents of rural
areas, individuals with low educational attainment, women, and those with
limited economic resources (Torres, 2017). The COVID-19 pandemic exacerbated
these inequalities as a substantial portion of daily activities transitioned
into the digital sphere (García et al., 2020).
The digital divide has been classified into three distinct levels by
various authors. Firstly, the first-level digital divide pertains to access—specifically,
the presence or absence of adequate infrastructure and devices. In this regard,
although 96.1% of Spanish households possess an internet connection,
approximately 17% remain without broadband access, particularly in rural areas
(Gómez et al., 2018; Van Deursen & Van Dijk, 2019). Secondly, the
second-level digital divide refers to usage and is associated with the lack of
proficiency in managing Information and Communication Technologies (henceforth
ICT); more pronounced difficulties are observed among the elderly and
individuals with lower educational attainment (Castaño, 2008; Helsper &
Gerber, 2012). Finally, the third-level digital divide, or the
"appropriation gap," concerns the capacity to employ technology in a
critical and meaningful manner. Consequently, digital literacy becomes
essential in mitigating disinformation processes and social exclusion (Cabero
& Ruiz-Palmero, 2017; UNESCO, 2018).
Recent evidence shows that health literacy is unevenly distributed
according to educational level, income, and employment status, with
socioeconomically disadvantaged groups exhibiting lower competencies to
understand and use health-related information (Tamayo-Fonseca et al., 2023;
Pelikan, 2024). These disparities act as a mechanism that amplifies health
inequalities and are also reflected in CPR training, as individuals with lower educational
levels and reduced incomes are less likely to have received recent instruction.
This results in lower CPR performance rates and avoidable survival gaps
following a cardiac arrest (Blewer et al., 2017; Tamayo-Fonseca et al., 2023).
In this context, virtual reality (VR) is presented as a potentially
democratizing tool, as it enables brief, standardized, and scalable CPR
training. However, its implementation is constrained by the digital divide, since
unequal access to devices, connectivity, and digital competencies may reinforce
the advantages of schools with greater technological resources (Sun et al.,
2024; Selak et al., 2025). Nevertheless, the literature has scarcely examined
in an integrated manner the use of VR in CPR teaching, students’ health
literacy, and the differences between schools with diverse resources and
sociocultural contexts. This gap is particularly relevant, and your study contributes
to addressing it by adopting a socio-educational approach focused on equity
rather than solely on the technical effectiveness of the intervention (Blewer
et al., 2017; Kim et al., 2024; Sun et al., 2024; Tamayo-Fonseca et al., 2023).
To tackle these inequalities, 124 national, regional, and local programs
were implemented in Spain during 2022 and 2023. These initiatives aim to reduce
the digital divide through training, infrastructure provision, and the enhancement
of digital accessibility. The results of this analysis (Plaza-Osorio, 2024)
reveal an unequal distribution of initiatives, with insufficient coverage for
the most vulnerable groups. Several recent initiatives stand out in Spain for
their contribution to reducing the digital divide, including the National
Digital Skills Plan, which promotes inclusion and training actions in both
basic and advanced digital skills targeting citizens and vulnerable territories
(Government of Spain, 2023). Also noteworthy is the Digitalisation and Digital
Competence Plan for the Education System (#DigEdu), focused on providing
technological resources for vulnerable students and on teacher training (INTEF,
2024). Additionally, the Digital Skills Program for Childhood (CODI) targets
children in vulnerable situations (Ministry of Youth and Childhood, 2023).
1.2.
The Digital Divide in Primary Education
In the context of Primary Education, the digital divide represents one
of the most significant structural challenges for ensuring equitable and
high-quality education. This phenomenon refers not only to the availability of
technological resources but also—and especially—to the capacity to make
pedagogical use of these resources in relation to students’ sociocultural
environments (González et al., 2023; Pérez-Escoda et al., 2020).
In Primary Education, the third digital divide (appropriation), discussed
earlier, is particularly critical, as students rely heavily on both teacher and
family support to develop functional and critical digital competencies (Yánez-Pérez et al., 2024). Differences among schools
located in contexts with varying socioeconomic levels create asymmetries in the
effective implementation of technological methodologies, such as virtual
reality. While some schools have access to equipment, stable connectivity, and
specific teacher training, others face structural limitations that constrain
the quality of digital learning experiences (Cabero & Ruiz-Palmero, 2017).
As the OECD (2019) warns, the integration of technology into the
classroom does not in itself guarantee innovation or equity. When technology is
introduced without methodological planning, teacher training, and family
support, not only is its potential lost, but it may also exacerbate
pre-existing forms of exclusion. This risk is particularly relevant in Primary Education,
where students require pedagogical scaffolding adapted to their developmental
stage in order to benefit from digital initiatives
such as those presented in this study.
The use of emerging technologies such as VR in school settings can
deepen the existing digital divide when implemented without equity and
protection criteria (Pérez et al., 2020). While some schools possess the
resources and training necessary to ensure safe and pedagogically sound use of VR,
others encounter technological, regulatory, and training barriers that hinder
its effective integration.
The General Data Protection Regulation (GDPR, 2016) and its adaptation
in Spain through the LOPDGDD (Organic Law 3/2018) strengthen the protection of
students’ personal data, particularly that of minors, by establishing
obligations regarding how schools collect, store, and use digital information,
but without having the direct aim of promoting digital competencies. In the strictly
educational sphere, Organic Law 3/2020 amending the LOE (LOMLOE) incorporates
digital inclusion and the critical and safe use of technology as principles of
the education system, thereby linking data protection with students’ training
in digital citizenship.
This regulatory framework is complemented by strategic policies such as
España Digital 2026 and the National Digital Skills Plan, which aim to improve
digital literacy and advance the digitalisation of the education system through
investment in infrastructure and training programmes. However, the
implementation of these frameworks is uneven across regions and schools, so
that a lack of resources and targeted support in more vulnerable contexts may
lead to digitalisation progressing without equity criteria, reinforcing the
digital divide instead of reducing it.
In light of all the above, this
experimental study focuses on the following objectives:
Analyse the learning curve of children through the use
of VR for the teaching of Basic Life Support (BLS).
Examine the impact of the digital divide among students from different
socio-economic and sociocultural contexts. To this end, the results of VR
implementation are compared in two schools with significant economic and
cultural differences.
2. Methodology
2.1. Study Design
This experimental study analyses learning and knowledge retention in
basic life support (BLS) among 266 students enrolled in 3rd, 4th, and 5th grades
of Primary Education, using an immersive training tool based on virtual
reality. The following technological resources were employed:
·
VR equipment: Meta Quest 3 headsets, with 6K
resolution for 360º videos.
·
The Wonda platform, which enables immersion in an
interactive 360º video environment.
·
Content: Simulated basic life support scenarios from
the educational programme “Aprendiendo Juntos a
Salvar Vidas” by Fundación MAPFRE. This scenario is an individual immersive
experience with real-time decision-making, designed to stimulate learning
through critical choices with real-time debriefing; that is, when a student
makes an error, an avatar appears and indicates what the optimal alternative
would have been. When the student responds correctly, positive feedback is
provided and 1 point is awarded, up to a maximum score of 6 points when all
responses are correct.
The interventions were carried out at two points in time (03/02/2025 and
31/03/2025) in two schools with different sociocultural and economic
characteristics. The participating students had not received prior training in
VR. Two learning sessions were conducted, with an eight-week interval between
the first and second training sessions (see full details in the Sample and
Participants section). The participating schools were:
·
School X1: A state-subsidised private school located
in the centre of the city of Murcia.
·
School X2: A public school located in a municipality
in the Region of Murcia, belonging to the Vega Media del Segura
county.
2.2. Sample and Participants
A sample of 266 school-aged children (9 to 11 years old) was included.
Table 1
Research sample
|
School
X1 |
School X2 |
||
|
3rd
grade of Primary |
50 |
3rd
grade of Primary |
48 |
|
4th
grade of Primary |
56 |
4th
grade of Primary |
46 |
|
5th
grade of Primary |
42 |
5th
grade of Primary |
30 |
|
Total |
148 |
|
118 |
X1 School.
A state-subsidised private school located in the centre of Murcia, with
a strong focus on innovation, active methodologies, and technology from early
ages. Its student body, mostly middle- to upper-class, benefits from high
levels of family support and a highly digitalised home environment, and the
school has advanced technological infrastructure and teachers trained in ICT.
X2 School.
A public school with a strong commitment to inclusion that serves a diverse
student body, many of whom have limited economic and digital resources and
receive less family support in the educational use of technology. Despite this
context, the school has good digital infrastructure and teachers trained in
ICT.
2.2. Data Analysis
To evaluate changes in students’ learning after using the VR-based
teaching resource for BLS instruction, two sessions were conducted on different
dates (02/03/2025 and 03/31/2025) in both schools, with students from 3rd, 4th,
and 5th grades of Primary Education. In each session, students answered six
questions while using the VR headsets, and their scores were recorded (range:
0–6).
Data organisation and preparation: Data were collected in separate
spreadsheets by grade and date. Column names were standardised to ensure
consistency across analyses. Subsequently, all data were merged into a single
analytical dataset structured by grade (3rd, 4th, and 5th) and by assessment time
point (before and after the learning retention period).
·
Descriptive analysis: Basic descriptive statistics
were calculated for each group, including number of participants, mean, and
standard deviation of scores.
·
Inferential analysis: Since the number of participants
varied between the two sessions for each grade (that is, the samples were not
paired), a Student’s t test for independent samples
was applied in order to identify significant
differences between the scores obtained in the first and second sessions. An
alpha level of .05 was adopted for all analyses.
This analysis made it possible to detect the presence of significant
improvements in mean scores, which was interpreted as evidence of the learning
effect mediated by VR. In addition to hypothesis testing using the
independent-samples t test, effect size was calculated using Hedges’ g, taking
as a reference the pooled standard deviation of both measurement points in each
group. Following the conventional cut-off points (g ≈ 0.20 small, g ≈
0.50 medium, g ≥ 0.80 large), this index makes it possible to assess the
practical relevance of the differences observed between the first and second
sessions, particularly in a context where variations in the number of
participants reduce the statistical power of significance tests.
3. Results
The database was
compiled and processed using the SPSS statistical analysis and data management
system. For the analysis of ICT use by age, the variable was recoded into four quartile-based
groups: under 42 years, 42–52 years, 53–59 years, and over 59 years. To perform
comparisons, the chi-square statistic (χ²) was applied for nominal
variables, and Cramer’s V was used to determine effect size.
A.
Inter-institutional comparison:
X1 School:
At School X1, the results show a clear positive progression in the mean
scores obtained by students between the first and second BLS training sessions
using VR:
·
3rd grade of Primary: The mean score increased from
2.46 (SD = 0.85) to 3.45 (SD = 0.88) out of 6, with a statistically significant
difference (p < .001). The improvement between sessions is accompanied by a
large effect size (Hedges’ g = 1.14), indicating a substantial change in
student performance beyond statistical significance.
·
4th grade of Primary: The mean score improved from
2.75 (SD = 0.92) to 3.76 (SD = 0.95), also with statistical significance (p
< .01). In 4th grade, the effect size is likewise large (g = 1.07),
reinforcing the interpretation of a notable improvement in the VR-mediated
learning curve.
·
5th grade of Primary: The improvement was more modest,
from 2.56 (SD = 0.87) to 2.97 (SD = 0.91), and did not reach statistical
significance (p = .25). In 5th grade, the effect size is medium (g = 0.46),
suggesting a moderate gain, consistent with the lack of statistical
significance but indicative of some practical improvement in performance.
These results suggest a positive learning curve in 3rd and 4th grades,
possibly influenced by factors such as familiarity with technology or
contextual conditions favourable to immersive learning. It is important to
emphasise that differences between schools may be affected by uncontrolled
contextual factors, which are discussed as limitations.
Table 2
Summary of data for
School X1
|
Grade |
Before (M ± SD) |
After (M ± SD) |
Change (%) |
|
3º |
2.46 ± .85 |
3.45 ± .88 |
+40.2% |
|
4º |
2.75 ± .92 |
3.76 ± .95 |
+36.7% |
|
5º |
2.56 ± .87 |
2.97 ± .91 |
+16.0% |
The results indicate a generalised improvement across the three grades
after the intervention, especially in 3rd and 4th grades of Primary Education,
where mean scores increase from relatively low values to levels close to or
above 3.5, suggesting a substantial advance in performance. In 5th grade, the
improvement is more modest but still represents positive progress.
Standard deviations remain stable across all grades, which points
to a relatively homogeneous improvement without notable increases in score
dispersion. This pattern suggests that most students benefited in a comparable
way from the immersive learning experience, with a particularly marked impact
in the lower grades, where there may be greater room for improvement or higher
receptivity to new methodologies. In the higher grade, the gain, although
present, may require additional supports or methodological adjustments to
maximise its effect.
X2 School:
At School X2, the results reflect a more limited or even stagnant
learning curve between the first and second sessions: no statistically
significant differences were observed in any of the three grades (p > .05).
Mean scores in the second session are slightly higher in 5th grade and slightly
lower in 3rd and 4th grades, but these differences do not reach statistical
significance.
·
In 3rd grade of Primary Education, the difference is
small but negative. This slight decrease suggests that the intervention did not
generate a positive impact and, although the change is not drastic, it does
indicate stagnation or a certain misalignment. Standard deviations remain
stable (SD = 0.81 before and 0.79 after), indicating that group performance did
not become more dispersed but did not improve consistently either.
·
In 4th grade of Primary Education, the decrease is
more pronounced than in 3rd grade. This group started from a relatively high
mean score (3.07), higher than the other grades, but after the intervention a
drop of more than 3% is observed. The SD increases slightly from 0.84 to 0.86,
which may indicate greater individual variability in response to the programme,
perhaps due to differences in motivation, content comprehension, or interaction
with the technology. In 3rd and 4th grades, effect sizes are practically null
or small in a negative direction (g = -0.04 and g = -0.13, respectively),
supporting the interpretation of stagnation or slight regression in mean
scores.
·
In 5th grade of Primary Education, a medium effect
size is observed (g = 0.44), consistent with a moderate improvement in the
second session despite the lack of statistical significance. In this case, 5th
grade is the only group with a notable gain: the 14.8% increase indicates that
the intervention was beneficial for this cohort. The SD rises from 0.89 to
0.91, showing that the improvement occurred without a marked increase in
dispersion, that is, it was relatively homogeneous within the group. It is
plausible that these students had greater autonomy, better understanding of the
technology, or experienced an implementation more closely aligned with their
interests and abilities.
Table 3
Summary of data for
School X2
|
Grade |
Before (M ± SD) |
After (M ± SD) |
Change (%) |
|
3º |
2.53 ± .81 |
2.50 ± .79 |
-1.2% |
|
4º |
3.07 ± .84 |
2.96 ± .86 |
-3.6% |
|
5º |
2.70 ± .89 |
3.10 ± .91 |
+14.8% |
Taken together, the results of this second evaluation show a more heterogeneous
pattern of change. While 5th grade experiences a notable improvement, 3rd and
4th grades display a slight decrease in mean scores (−1.2% and −3.6%,
respectively), consistent with a limited or null impact of the intervention at
these levels. The standard deviations support this interpretation: there are no
major changes in dispersion, suggesting that the differences are not driven by
extreme subgroups but rather by a lack of generalised impact in those grades.
Figure 1
Comparison of mean scores:
School X1

Note: Own elaboration
Figure 2
Comparison of mean scores. School X2
.
Note: Own elaboration
B.
Comparison between schools
3rd grade of Primary Education:
·
School X1 shows a significant improvement of +0.99
points (from 2.46 ± 0.85 to 3.45 ± 0.88), whereas School X2 remains practically
stable, with a slight decrease of −0.03 points (from 2.53 ± 0.81 to 2.50
± 0.79).
·
This difference reflects a clear digital divide, which
may be related to unequal access to technology, differences in teacher support,
or prior familiarity with digital tools; in addition, the low dispersion in X1
indicates that improvement was widespread among students
4th grade of Primary Education:
·
X1 shows an improvement of +1.01 points (from 2.75 ±
0.92 to 3.76 ± 0.95), whereas X2 shows a decrease of −0.11 points (from
3.07 ± 0.84 to 2.96 ± 0.86)
·
Despite starting from similar levels, the results
diverge considerably after the intervention, indicating a greater difference in
effectiveness between the two contexts; in X1, the increase was homogeneous,
while in X2 the slight rise in SD suggests individual variability in response
to the programme.
5th grade of Primary Education:
·
Both schools show similar improvements of around +0.40
points: X1 increases from 2.56 ± 0.87 to 2.97 ± 0.91, and X2 from 2.70 ± 0.89
to 3.10 ± 0.91, with no significant differences observed.
·
This pattern suggests that the gap tends to narrow
with age, possibly due to greater technological familiarity, autonomy, and
capacity to adapt to virtual environments among older students.
A direct comparison between the two interventions reveals a marked
difference in overall impact. The first intervention (X1) produced consistent
and statistically significant improvements in the lower grades, with positive
and relatively uniform effects and low dispersion, whereas the second intervention
(X2) yielded more heterogeneous results, with improvements only in the upper
grade (5th) and even negative impact in the lower grades, which may point to
shortcomings in implementation, preparation, or pedagogical fit in more
vulnerable contexts or those less familiar with technology.
Table 4
Summary of data for both
schools
|
Grade |
School X1 After (M ±
SD) |
School X2 After (M ±
SD) |
Change (%) |
|
|
3º |
3.45 ± .88 |
2.50 ± .79 |
-27.5% |
|
|
4º |
3.76 ± .95 |
2.96 ± .86 |
-21.3% |
|
|
5º |
2.97 ± .91 |
3.10 ± .91 |
+4.4% |
|
Figure 3
Comparison
of mean scores. School X1 vs. School X2
Note: Own elaboration
The results show a clear advantage for School X1 in 3rd and 4th grades,
whereas in 5th grade School X2 slightly outperforms X1, suggesting that the
digital divide has a greater impact in the earlier stages of schooling. The
standard deviations (SDs) indicate moderate and comparable dispersion in both
schools, which suggests that the observed differences are not driven by outlier
scores but by general trends at the group level.
This pattern may be explained by several factors:
·
Dependence on family support: Younger students require
more guidance when using digital platforms, and in contexts with lower cultural
and educational capital this support can be limited or absent, which negatively
affects the impact of the intervention.
·
Unequal access to devices at home: While in X1 each
student may have a dedicated computer or tablet, in X2 a single device may be
shared among multiple family members, slowing down the learning pace and
diminishing the quality of the immersive VR experience.
Visualisation of progress by school and grade:
Two parallel plots can be used to illustrate the evolution of mean
scores obtained by 3rd-, 4th-, and 5th-grade students in both schools (X1 and
X2), before and after the VR-based educational intervention. Each school would
include two lines:
·
Dashed line: scores before the intervention.
·
Solid line: scores after the intervention.
This representation allows visualising both within-school change and
cross-school comparison.
·
School X1, a clear improvement is observed in 3rd and
4th grades, whereas in 5th grade the improvement is more moderate.
·
School X2, scores remain stable or decrease slightly
in 3rd and 4th grades, with a more evident improvement only in 5th grade.
Figure 4
Evolution of mean scores
before and after in both schools

Note:
Own elaboration
4.
Discussion
The study reveals a marked difference in the effectiveness of learning
with virtual reality (VR) between two schools with distinct sociocultural
profiles. In School X1, students significantly improved their performance,
confirming the value of VR for developing practical skills in simulated
contexts, whereas School X2 showed no progress and even slight declines,
suggesting that a less digitalised environment and limited prior experience
constrained the impact despite the availability of technological infrastructure.
This result supports the notion of a digital divide in terms of access, use,
and appropriation (Gómez et al., 2018; Van Deursen & Van Dijk, 2019) and
aligns with González-Benito et al. (2022), who warn that access alone does not
guarantee meaningful or critical use, indicating that second- and third-level
digital divides continue to affect school performance even when resources are
available.
The evidence points to the digital divide translating into a pedagogical
divide. As Cabero and Ruiz-Palmero (2017) argue, the integration of educational
technologies must be accompanied by a comprehensive strategy that includes
teacher training, students’ digital literacy, and curricular adaptation, a need
that this study confirms, particularly in the case of School X2, where students
with less familiarity with immersive technologies did not benefit from the
proposal to the same extent. There is, therefore, a need for critical digital literacy,
understood not only as the instrumental handling of devices but also as the
capacity to evaluate, select, and use digital information in meaningful ways
(García, 2020), a perspective that is key to understanding why the VR
intervention had less impact in X2 despite comparable technological resources
(Álvarez et al., 2023; Hamilton et al., 2021; González-Medina et al., 2025).
This study not only confirms the educational potential of VR in teaching
BLS, but also highlights how its impact is conditioned by structural factors:
VR does not create the digital divide; it exposes and amplifies it, making it
essential that any technology-based educational innovation plan should include:
·
A prior diagnosis of the digital competences of
students and teachers.
·
Specific training programmes for teachers (Hamilton et
al., 2021).
·
A didactic design adapted to the sociocultural context
(Cabero, 2004).
·
Strategies for pedagogical and family support.
In line with González et al. (2024) and López et al. (2024), both
studies concur that family socioeconomic factors are decisive for the
educational use of technology, with income level directly correlated with
children’s access to and use of computers and the internet. Within this
framework, the lack of family support in X2, especially in the lower grades,
may explain why students do not consolidate learning despite the intervention.
As highlighted by Plaza (2024), the United Nations (2020), and Victoria Maldonado
et al. (2024), digital inclusion cannot depend solely on technological
provision, but on sustained public policies that reduce inequalities and
promote an equitable digital culture from early ages. This analysis invites
reflection on the need to territorialise the curriculum beyond its legal
framework: although key competences are clearly defined, their acquisition is
not equitable, and virtual reality does not create the digital divide; it
reveals and amplifies it.
Some limitations of this study must be acknowledged:
The variation in participant numbers between sessions required the use
of t tests for independent samples, which reduced statistical power and calls
for caution when interpreting p values; the calculation of effect size using
Hedges’ g helps to nuance these results and, taken together, supports the
conclusion that the VR intervention was particularly effective in the lower
grades of the more advantaged school and much more limited in the school located
in a vulnerable sociocultural context.
Moreover, the markedly different sociocultural profiles of the two
schools constrain both learning opportunities and how students engage with
technology: School X1, a state-subsidised private school in a middle- to
upper-class environment, prioritises innovation, active methodologies, and
early technology use, with strong family support and advanced infrastructure,
whereas School X2, a public school with an inclusive mission, serves a more diverse
student body with greater economic and digital constraints and less family
support, despite having good infrastructure and trained teachers. These
structural and cultural differences may have amplified the observed gap in VR
outcomes, meaning that the effects identified cannot be attributed solely to
the technological resource but must be interpreted within non-equivalent
sociocultural contexts, which limits the generalisability of the findings.
5. Conclusions
The findings of this research lead to the conclusion that, in Primary
Education, digital literacy must go beyond the basic operation of tools and
resources and focus on developing competences that enable students to evaluate,
select, and use digital information effectively and reflectively, a perspective
that should inform both curriculum design and teacher education so that
technology is used meaningfully regardless of sociocultural context. The study has
once again highlighted the importance of teacher training and of teachers’
knowledge of their students and their environment for the effective
implementation of technological innovations, since teachers identify as
decisive not only differences in students’ digital competences but also the
linguistic competences required to participate in activities and the contextual
variables shaping the simulated situation, which underscores the need for personalised
support to help all students make the most of immersive tools such as virtual
reality.
Educational actions in favour of equity and social and educational
justice must also address the family sphere, as the roots of the digital divide
lie largely in the sociocultural context in which children grow up, and this
study therefore proposes contributing to the creation of a digital learning
ecosystem that transcends classroom walls and extends into the home. The differences
in outcomes between the two schools invite reflection on curricular flexibility
and contextualisation of learning: the fact that results in the school located
in an urban context with favourable family environments were markedly better
than in the school in a rural area with contexts of exclusion shows how family
differences and students’ prior digital culture directly influence learning,
implying that educational innovation initiatives require a prior diagnosis of
the sociocultural context and of the student competences associated with the
specific innovation in order to design differentiated strategies that respond
to these particular needs.
Finally, the study confirms the potential of virtual reality as an
effective educational tool, especially from the upper grades of Primary
Education onwards, when students develop metacognitive and decision-making
skills; however, the effectiveness of this tool largely depends on the existence
of an appropriate environment for its implementation, making it essential for
educational institutions not only to provide the necessary resources but also
to create safe and stimulating spaces where students can experiment and learn
actively.
Contributions
Conceptualization,
Author1, Author2, and Author3; data curation, Author1 and Author2; formal
analysis, Author1, Author2, and Author3; fundraising, Author1; research,
Author1, Author2, and Author3; methodology, Author1, Author2, and Author3; project
management, Author1, Author2, and Author3; resources, Author3; software,
Author2; monitoring, Author1, Author2, and Author3; validation, Author1,
Author2, and Author3; visualization, Author1, Author2, and Author3;
writing—preparing the original draft, Author1, Author2, and Author3;
writing—revising and editing, Author1, Author2, and Author3.
Funding
Fundación
Mapfre - https://doi.org/10.13039/501100003350
Ethical Approval
Ethics Committee statement and approval number for studies involving
human or animal participants: CE112309.
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