Immersion From The Onlife Education Perspective: The Cave Project

Authors

  • Aline Patrícia Sobral dos Santos State University of Montes Claros, Montes Claros, Brazil
  • Ires Cristina Souza Teixeira State University of Montes Claros, Montes Claros, Brazil
  • Izabela Soares de Souza State University of Montes Claros, Montes Claros, Brazil
  • Andrey Guilherme Mendes de Souza State University of Montes Claros, Montes Claros, Brazil
  • Emanuel Victor de Assis e Azevedo State University of Montes Claros, Montes Claros, Brazil
  • Hemilly Araújo Costa State University of Montes Claros, Montes Claros, Brazil
  • Fábia Magali Santos Vieira State University of Montes Claros, Montes Claros, Brazil

DOI:

https://doi.org/10.56198/

Keywords:

Virtual Reality, Social Networks, Immersive Education, Philosophy of Technology

Abstract

We live in a paradoxical era in which the expansion of digital connectivity coexists with the operation of algorithms that modulate attention, shape perceptions, and capture data on a large scale. The aim of this full article is to investigate the formative potential of an immersive learning experience in Virtual Reality, currently under development, conceived as a narrative game in the escape room format and grounded in Plato’s Allegory of the Cave, to foster epistemological shifts, strengthen agency, and promote critical reflection among high school students regarding algorithmic mediation in the onlife condition. Based on a critical review of surveillance capitalism, data colonialism, and Onlife education, the article describes the design of the game “Cave Project, articulating its narrative and mechanics with the adopted theoretical framework, within the scope of an intervention-oriented qualitative research approach. In doing so, the study seeks to contribute to the development of young people’s critical awareness of the regimes of visibility and algorithmic mediation that permeate connected life.

Published

02-07-2026

How to Cite

Immersion From The Onlife Education Perspective: The Cave Project. (2026). Immersive Learning Research - Academic, 1(1). https://doi.org/10.56198/

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