A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.
Обзор литературы по иммерсивной виртуальной реальности в образовании: современное состояние и перспективы
2015-04-23
SCID: 54.1/pd8nhsxn
Discuss with AI
Down syndromeeducationeducational gamesimmersive virtual realitynon-immersive virtual reality
Figures from the paper
Abstract (AI)
Since the first time the term "Virtual Reality" (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world. Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate places in the real or imagined worlds; the latter takes the idea even further by giving the perception of being physically present in the non-physical world. While non-immersive VR can be based on a standard computer, immersive VR is still evolving as the needed devices are becoming more user friendly and economically accessible. In the past, there was a major difficulty about using equipment such as a helmet with goggles, while now new devices are being developed to make usability better for the user. VR, which is based on three basic principles: Immersion, Interaction, and User involvement with the environment and narrative, offers a very high potential in education by making learning more motivating and engaging. Up to now, the use of immersive-VR in educational games has been limited due to high prices of the devices and their limited usability. Now new tools like the commercial "Oculus Rift", make it possible to access immersive-VR in lots of educational situations. This paper reports a survey on the scientific literature on the advantages and potentials in the use of Immersive Virtual Reality in Education in the last two years (2013-14). It shows how VR in general, and immersive VR in particular, has been used mostly for adult training in special situations or for university students. It then focuses on the possible advantages and drawbacks of its use in education with reference to different classes of users like children and some kinds of cognitive disabilities (with particular reference to the Down syndrome). It concludes outlining strategies that could be carried out to verify these ideas.
Key Findings
1
Historically, high device cost and limited usability constrained educational use of immersive VR, but newer consumer devices (e.g., Oculus Rift) increase accessibility.
2
Immersive VR provides stronger perception of physical presence compared to non-immersive VR, based on principles of immersion, interaction, and user involvement.
3
Literature from 2013–2014 shows immersive VR has been used mainly for adult training in specialised contexts and for university students.
4
Potential educational advantages include increased motivation and engagement in learning; drawbacks relate to usability, cost, and suitability for different user groups.
5
The review highlights considerations for applying immersive VR to children and users with cognitive disabilities (notably Down syndrome) and proposes strategies to empirically verify these ideas.
Research Object
Immersive Virtual Reality systems used in educational contexts
Research Subject
Advantages, potentials, drawbacks and application patterns of immersive VR for learning across different user groups (adults, university students, children, users with cognitive disabilities such as Down syndrome) including usability and accessibility considerations
Publication Details
Publication Date
2015-04-23
Journal
Publisher
ISSN
Access Type
Author Information
Download PDF
Subscribe to digest
Cited by4
Virtual reality and gamification in education: a systematic review2024
Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design2020
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda2019
Enhancing Our Lives with Immersive Virtual Reality2016