A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
Систематический обзор применения иммерсивной виртуальной реальности в высшем образовании: элементы дизайна, извлечённые уроки и направления дальнейших исследований
2019-12-09
SCID: 54.1/h49zcdtg
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VR-based learninghead-mounted displayshigher educationimmersive virtual realitysystematic mapping
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Abstract (AI)
Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. The reviewed articles were acquired by extracting key information from documents indexed in four scientific digital libraries, which were filtered systematically using exclusion, inclusion, semi-automatic, and manual methods. Our review emphasizes three key points: the current domain structure in terms of the learning contents, the VR design elements, and the learning theories, as a foundation for successful VR-based learning. The mapping was conducted between application domains and learning contents and between design elements and learning contents. Our analysis has uncovered several gaps in the application of VR in the higher education sphere—for instance, learning theories were not often considered in VR application development to assist and guide toward learning outcomes. Furthermore, the evaluation of educational VR applications has primarily focused on usability of the VR apps instead of learning outcomes and immersive VR has mostly been a part of experimental and development work rather than being applied regularly in actual teaching. Nevertheless, VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines. The identified gaps point toward unexplored regions of VR design for education, which could motivate future work in the field.
Key Findings
1
Educational VR evaluations primarily emphasize application usability rather than learning outcomes, while immersive VR remains mainly experimental or developmental instead of routinely used in teaching.
2
It identifies 18 higher-education application domains and maps relationships among application domains, learning contents, VR design elements, and learning theories.
3
Learning theories are infrequently incorporated into immersive VR application development, limiting their use for guiding educational design and learning outcomes.
4
The identified design and research gaps define unexplored areas for future immersive VR development and evaluation in higher education.
5
The review systematically maps immersive VR applications in higher education, covering both high-end and budget head-mounted displays across four scientific digital libraries.
Research Object
Immersive virtual reality (VR) applications used in higher education involving head-mounted displays (HMDs)
Research Subject
design elements, learning contents, learning theories, and evaluation practices of VR-based learning applications, including their alignment with learning outcomes
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2019-12-09
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References available in scid.ai5
A Critical Review of the Use of Virtual Reality in Construction Engineering Education and Training2018
The Three Pillars of Virtual Reality? Investigating the Roles of Immersion, Presence, and Interactivity2018
A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.2015
Analyzing the Past to Prepare for the Future: Writing a Literature Review2002
Narrative as virtual reality: immersion and interactivity in literature and electronic media2001
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