**2.1 Budget constraint**

The huge factor limiting the determination of educators is budget constraints. The biggest obstacle that proponents of education technology must get past to successfully implement technology in their classrooms is budget cuts and limitations, which affect principals, deputies, and department heads' ability to provide ubiquitous teaching and learning to students in the twenty-first century. Budgetary constraints are particularly difficult to overcome because educational technology tools and software can be highly costly. One of the biggest obstacles to the adoption of technology in underprivileged educational institutions can be the financial strain of procuring, integrating, and maintaining technology in the classroom. If educational institutions could ask themselves how much money would it take to set up a virtual reality (VR) classroom? (**Figure 1**).

Here is a summary of a few tools that help provide an exceptional virtual reality learning environment, including VR headsets, extended reality systems, content creation, and software development. Each student in an educational institution will require a VR headset, or students may share and sanitise their headsets to use them in

**Figure 1.** *Pocket 360 Foldable & Compact VR headset.*

different virtual classes. Since virtual reality headsets are the only means for students to view and interact with VR content, they must purchase them, which can run anywhere from \$399 to \$1200 plus an additional \$150 to \$200 for shipping. Alternatively, students have to use the Cardboard Headsets typically costing approximately \$10 to \$20 of which students cannot interchange them due to health issues. An extended Reality System (XRS) will help the institution of learning to maintain, manage and track their needs for VR education. Typically, these management systems are provided as part of a subscription package that is based on licencing. The total amount of expenses will vary based on how many licences the educational institution will obtain. The creation of content is dependent on the visual content that is readily available. Virtual reality learning programmes, for example, rely on captivating videos and 3D images to captivate users. To create simple 360-degree videos and images, users must download applications for Android and iOS. Additionally, educational institutions must spend between \$10,000 and \$25,000 on computer hardware and 36oo camera(s) to edit VR content if they want to provide students with a more immersive experience through high-definition graphics. Software development for building applications using Unity need more skills and for an improved VR experience, learning institution needs specialised Unity application(s) that cost approximately between \$40,000 and \$60,000. Budget limitations can disadvantage some of the learning institutions in implementing technology for online teaching and learning.

### **2.2 Lack of proper training of educators in using technology**

Educators' resistance in the classroom to incorporate new technologies into their classroom. This could be for a variety of reasons, including the fact that an educator has successfully trained students and shared important information with them for decades without the use of technology. In this case, they might not feel the need to alter their tactics unless they are persuaded that appropriate training is available. Because there are so many different kinds of technology available, many educators feel overwhelmed and are unsure of where to begin. The lack of proper training that many educational institutions offer on how to use technology in the classroom can deter teachers from utilising it. It can be challenging for educators to feel confident in their abilities to use technology in the classroom effectively and efficiently without the right support or training. While countless educators of today were raised in an age before the internet and personal computers, students of the 21st century are brought up in a world where computers permeate every aspect of daily life. These digital natives can intimidate educators who are not exposed to technology and its application, especially teachers with little technological experience and those educators may feel less in control of their classes because proper training of educators in using technology was not done properly [1, 5]. The other challenge facing technology in education is the fact that many educators born before technology are simply unwilling to immediately adopt technology in their teaching and learning.

#### **2.3 Weak network infrastructure and coverage**

Technology is radically changing the way we understand the learning process, acquire new ideas, or modify existing ideas, knowledge, behaviour skills, values, or preferences. Poor quality, faulty and outdated Information Communication Technology (ICT) equipment is one of the main reasons for educators not using technology in institutions of learning. Weak network infrastructure and coverage include
