“…Mead et al, 2019); (v) virtual educational games where students use an avatar to interact with different information and scenarios where a certain learning task needs to be performed (e.g. Pringle, 2013, Virtual Landscapes, 2020Needle et al, 2021); (vi) virtual-reality tours that provide the students with an immersive 3D experience using a head-mounted display through which they may interact with a virtual environment and utilise different data; (vii) virtual globe experiences, where a 3D visualisation of rocks, structures, and topography is possible that may be supplemented with photographs, sketches, and outcrop descriptions (Blenkinsop, 2012;Whitmeyer et al, 2012;Whitmeyer and Dordevic, 2020;Rotzien et al, 2021;Bond and Cawood, 2021;Toy et al, 2021;Mahan et al, 2021;Marshall and Higley 2021). The effectiveness of these approaches depends largely on the degree of student engagement in the learning process itself, the type of information available to the students, the way in which the working data are provided and the nature of the final outcome of the activity.…”