Sažetak
In the context of rapid technological advancements and changing societal needs, innovative culture—understood as an environment that supports creativity, collaboration, and the implementation of new ideas—plays a crucial role in enhancing institutional performance and student competencies. Fostering innovation and developing 21st-century skills have become key priorities for universities. At the same time, immersive technologies such as VR, AR and XR are increasingly recognized for their transformative potential and versatility. This paper presents preliminary research aimed at identifying elements of innovative culture arising from the use of immersive technologies in a university context. Relevant studies were retrieved from the Scopus and WoS databases, focusing on peer-reviewed publications from 2021 to 2026 involving university students, and a sample was chosen for detailed examination. The findings showed statistical significance on the dimension level, associating AR with two dimensions of the Process block. Associations were also identified for XR, VR and virtual laboratories, although their patterns were less stable. The findings provide a structured foundation for a future literature review. They will contribute to the development of innovative culture constructs and outcomes assessment in the project “Interactive Learning: Digital Competencies for Innovative Culture”, supporting the integration of immersive technologies in fostering innovation-oriented educational environments.
Ključne riječi
immersive technologies innovative culture students universities