An incorrect Funding statement was provided. The correct funding statement reads:
The author(s) declare financial support was received for the research and/or publication of this article. This study was supported by the Social Science Achievement Evaluation Committee of Hunan Province, China (Self-Funded General Project, Grant No. XSP2023JYC123). The corresponding author, Minshu Zhang, is the principal investigator of this project. Funding for self-funded general projects typically comes either from the investigator personally or from their affiliated institution.
A correction has been made to the section Introduction, page 2, paragraph 2, lines 5–11:
“Recent literature indicates a growing adoption of virtual reality in higher education, with adoption rates in UK universities potentially reaching as high as 96% and several institutions in the United States being at the forefront of its implementation (United Kingdom Authority, 2019; Agbo et al., 2021). Harvard University has established dedicated VR laboratories, demonstrating its commitment to educational innovation and advancement through VR (Reid, 1987; Leidner and Jarvenpaa, 1995).”
“Farmer and Farmer 2023” was cited in the article, but its corresponding reference was missing from the reference list. This missing reference has now been added.
“Farmer, L. S., and Farmer, C. J. (2023). “Visual cultural arts as a gateway to digital literacy,” in Innovative Digital Practices and Globalization in Higher Education, ed. J. Keengwe (London: IGI Global Scientific Publishing), 16–35. doi: 10.4018/978-1-6684-6339-0.ch002.”
Author Minshu Zhang was erroneously spelled as Mingshu Zhang.
The original version of this article has been updated.
Statements
Publisher’s note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
Summary
Keywords
virtual reality technology, cognitive engagement, affective engagement, behavioral engagement, learning outcomes
Citation
Lin XP, Li BB, Yao ZN, Yang Z and Zhang M (2025) Correction: The impact of virtual reality on student engagement in the classroom–a critical review of the literature. Front. Psychol. 16:1673859. doi: 10.3389/fpsyg.2025.1673859
Received
26 July 2025
Accepted
15 September 2025
Published
09 October 2025
Volume
16 - 2025
Edited by
Daniel H. Robinson, The University of Texas at Arlington College of Education, United States
Reviewed by
Tommy Tanu Wijaya, Beijing Normal University, China
Updates
Copyright
© 2025 Lin, Li, Yao, Yang and Zhang.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Zhi Yang yangzy2@student.unimelb.edu.auMinshu Zhang zhangminshu@sehan.ac.kr
†These authors have contributed equally to this work and share first authorship
Disclaimer
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.