Abstract
This paper reviews serious games and Virtual Reality (VR) integration into teaching and learning. Serious games are educational video games designed to engage users and improve learning outcomes. VR technology provides an immersive virtual space that enhances learning experiences through visual, auditory, and tactile modes. Mobile games offer portability, allowing students to access educational content and learn outside traditional in-person classes. The integration of serious games and VR has the potential to provide immersive and engaging learning experiences. The paper specifically focuses on the effects of VR and mobile games in history education. It explores how these technologies enhance history learning, provide personalised and smart learning experiences, and improve learning enthusiasm and academic performance compared to traditional teaching methods. The paper follows a scoping review methodology to explore the potential of VR and mobile educational games to facilitate learning history and provide smart or personalised history learning. The findings indicate improved learning enthusiasm and academic performance compared to traditional teaching methods.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Aljuhani, A., Alghamdi, R., Aldakhil, A.: Virtual reality applications in education. Int. J. Emerg. Technol. Learn. (iJET) 13(12), 122–134 (2018)
Arksey, H., O’Malley, L.: Scoping studies: towards a methodological framework. Int. J. Soc. Res. Methodol. 8(1), 19–32 (2005)
Arumugam, R., Md Noor, N.: Mobile apps based on Keller personalized system of instruction to promote English vocabulary acquisition. Int. J. Interact. Mob. Technol. 15(23), 4–17 (2021)
Barr, A., et al.: Melbourne Declaration on Educational Goals for Young Australians. Ministerial Council on Education, Employment, Training and Youth Affairs (2008)
Bilbokaitė, R.: Effect of computer based visualization on students’ cognitive processes in education process. In: SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference, vol. 4, pp. 349–357 (2015)
Cabero-Almenara, J., Llorente-Cejudo, C., Martinez-Roig, R.: The use of mixed, augmented and virtual reality in history of art teaching: a case study. Educ. Sci. 10(10), 286 (2020)
Chan, C.S., Bogdanovic, J., Kalivarapu, V.: Applying immersive virtual reality for remote teaching architectural history. Educ. Inf. Technol. 27, 4365–4397 (2022)
Cheng, D., Ch’ng, E.: Potentials for learning history through role-playing in virtual reality. In: Association of Critical Heritage Studies 5th Biennial Conference, ACHS 2020 Futures, pp. 1–18 (2020)
Chou, Y.S., Hou, H.T., Su, C.L., Chang, K.E.: Designing and evaluating a mobile educational game “void broken 2.0” for history instruction. In: 27th International Conference on Computers in Education, ICCE 2019, pp. 11–18. Asia-Pacific Society for Computers in Education (2019)
Elmqaddem, M.: Impact of virtual reality technology on teaching and learning. Int. J. Educ. Pract. 7(8), 115–123 (2019)
Fendt, M.W., Ames, E.: Using learning games to teach Texas civil war history to public middle school students. In: 2019 IEEE Conference on Games (CoG), pp. 1–4. IEEE (2019)
Gamar, M.M., Tati, A.D.R., et al.: Utilization of ICT-based learning media in local history learning. J. Phys. Conf. Ser. 1764(1), 012079 (2021)
Homan, J.C.: The possibilities of virtual reality-goggles within the teaching and learning of history. Yesterday Today 20, 175–185 (2018)
Hutson, J., Olsen, T.: Virtual reality and art history: a case study of digital humanities and immersive learning environments. J. High. Educ. Theor. Pract. 22(2), 50–65 (2022)
Ismail, M.E., Othman, H., Amiruddin, M.H., Ariffin, A.: The use of animation video in teaching to enhance the imagination and visualization of student in engineering drawing. IOP Conf. Ser. Mater. Sci. Eng. 203, 012023 (2017)
Kazanidis, I., Palaigeorgiou, G., Chintiadis, P., Tsinakos, A.: A pilot evaluation of a virtual reality educational game for history learning. In: European Conference on e-Learning, pp. 245–253. Academic Conferences International Limited (2018)
Leo, M.: Combining a location-based mobile game and a connected wearable for history learning purposes. Master’s thesis, School of Natural Sciences, Technology and Environmental Studies (2019)
Levac, D., Colquhoun, H., O’Brien, K.K.: Scoping studies: advancing the methodology. Implement. Sci. 5(1), 1–9 (2010)
Li, W., Huang, H., Solomon, T., Esmaeili, B., Yu, L.F.: Synthesizing personalized construction safety training scenarios for VR training. IEEE Trans. Vis. Comput. Graph. 28(5), 1993–2002 (2022)
Luiro, E., Hannula, P., Launne, E., Mustonen, S., Westerlund, T., Häkkilä, J.: Exploring local history and cultural heritage through a mobile game. In: Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia, pp. 1–4. ACM (2019)
Luo, Y., Du, H.: Learning with desktop virtual reality: changes and interrelationship of self-efficacy, goal orientation, technology acceptance and learning behavior. Smart Learn. Environ. 9(1), 1–22 (2022)
Manovich, L.: The Language of New Media. MIT Press (2002)
Metzger, S.A., Harris, L.M.: The Wiley International Handbook of History Teaching and Learning. Wiley, Hoboken (2018)
Moseikina, M., Toktamysov, S., Danshina, S.: Modern technologies and gamification in historical education. Simul. Gaming 53(2), 135–156 (2022)
Parong, J., Mayer, R.E.: Learning about history in immersive virtual reality: does immersion facilitate learning? Educ. Tech. Res. Dev. 69(3), 1433–1451 (2021)
Ramansyah, W., Aini, N., Fitriansyah, W., Pratama, M.D.: Virtual reality and educational game to learn Madurese history and alphabet for elementary school students. J. Phys. Conf. Ser. 1842(1), 012012 (2021)
Remolar, I., Rebollo, C., Fernández-Moyano, J.A.: Learning history using virtual and augmented reality. Computers 10(11), 146 (2021)
Sanderink, C.: History class in virtual reality for elementary education. Bachelor’s thesis, University of Twente (2018)
Staley, D.J.: The pedagogical potential of virtual reality historical simulations. Simul. Gaming 44(4), 559–568 (2013)
Tetep, R.M., Aziz, M.A., Husain, W.: Virtual reality application in education. J. Phys. Conf. Ser. 1242(1), 012089 (2019)
Tricco, A.C., et al.: Prisma extension for scoping reviews (PRISMA-ScR): checklist and explanation. Ann. Intern. Med. 169(7), 467–473 (2018)
Villena-Taranilla, R., Tirado-Olivares, S., Cózar-Gutiérrez, R., González-Calero, J.A.: Effects of virtual reality on learning outcomes in K-6 education: a meta-analysis. Educ. Res. Rev. 35, 100434 (2022)
Villena Taranilla, R., Cózar-Gutiérrez, R., González-Calero, J.A., López Cirugeda, I.: Strolling through a city of the roman empire: an analysis of the potential of virtual reality to teach history in primary education. Interact. Learn. Environ. 30(4), 608–618 (2022)
Xu, S.: Recommendation of online learning resources for personalized fragmented learning based on mobile devices. Int. J. Emerg. Technol. Learn. (iJET) 17(3), 34–49 (2022)
Yildirim, G., Elban, M., Yildirim, S.: Analysis of use of virtual reality technologies in history education: a case study. Asian J. Educ. Train. 4(2), 62–69 (2018)
Zainal, N., Awang, M.M., Ahmad, A., Ahmad, A., Muhthar, A.H.: A comparative study of history education curriculum in Malaysia and Indonesia. In: The 2nd International Conference on Sustainable Development and Multi-ethnic Society, pp. 86–89. Redwhite Press (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Zhang, Y., Ahmed, A., Liang, HN., Baghaei, N. (2023). Exploring the Transformative Potential of Virtual Reality in History Education: A Scoping Review. In: Xie, H., Lai, CL., Chen, W., Xu, G., Popescu, E. (eds) Advances in Web-Based Learning – ICWL 2023. ICWL 2023. Lecture Notes in Computer Science, vol 14409. Springer, Singapore. https://doi.org/10.1007/978-981-99-8385-8_9
Download citation
DOI: https://doi.org/10.1007/978-981-99-8385-8_9
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-99-8384-1
Online ISBN: 978-981-99-8385-8
eBook Packages: Computer ScienceComputer Science (R0)