Nothing Special   »   [go: up one dir, main page]

Skip to main content

Advertisement

Log in

Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature

  • Original Article
  • Published:
Virtual Reality Aims and scope Submit manuscript

Abstract

There has been an increasing interest in applying immersive virtual reality (VR) applications to support various instructional design methods and outcomes not only in K-12 (Primary and Secondary), but also in higher education (HE) settings. However, there is a scarcity of studies to provide the potentials and challenges of VR-supported instructional design strategies and/or techniques that can influence teaching and learning. This systematic review presents a variety of studies that provide qualitative and/or quantitative data to investigate the current practices with VR support focusing on students’ outcomes, performance, alongside with the benefits and challenges of this technology concerning the analysis of visual features and design elements with mobile and desktop computing devices in different learning subjects. During the selection and screening process, forty-six (n = 46) articles published from the middle of 2009 until the middle of 2020 were finally included for a detailed analysis and synthesis of which twenty-one and twenty-five in K-12 and HE, respectively. The majority of studies were focused on describing and evaluating the appropriateness or the effectiveness of the applied instructional design processes using various VR applications to disseminate their findings on user experience, usability issues, students’ outcomes, and/or learning performance. This study contributes by reviewing how instructional design strategies and techniques can potentially benefit students’ learning performance using a wide range of VR applications. It also proposes some recommendations to guide and lead effective instructional design settings in several teaching and learning contexts to outline a more accurate and up-to-date picture of the current state of literature.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2

[Adapted by Moher et al. (2009)]

Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7

Similar content being viewed by others

Explore related subjects

Discover the latest articles, news and stories from top researchers in related subjects.

Availability of data and materials

Data can be accessed by contacting the first author.

References

  • Abdullah J, Mohd-Isa W, Samsudin M (2019) Virtual reality to improve group work skill and self-directed learning in problem-based learning narratives. Virtual Real. https://doi.org/10.1007/s10055-019-00381-1

    Article  Google Scholar 

  • Akdeniz C (2016) Instructional process and concepts in theory and practice: improving the teaching process. Springer, Singapore

    Book  Google Scholar 

  • Alfalah SF (2018) Perceptions toward adopting virtual reality as a teaching aid in information technology. Educ Inf Technol 23(6):2633–2653

    Article  Google Scholar 

  • Alrehaili A, Al Osman H (2019) A virtual reality role-playing serious game for experiential learning. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1703008

    Article  Google Scholar 

  • Bailenson J et al (2009) The use of immersive virtual reality in the learning sciences: digital transformations of teachers, students, and social context. J Learn Sci 17(1):102–141

    Article  Google Scholar 

  • Billingsley G, Smith S, Smith S, Meritt J (2019) A systematic literature review of using immersive virtual reality technology in teacher education. J Interact Learn Res 30(1):91–106

    Google Scholar 

  • Blume et al (2019) Do students learn better when seated close to the teacher? A virtual classroom study considering individual levels of inattention and hyperactivity–impulsivity. Learn Instr 61(2):138–147

    Article  Google Scholar 

  • Bonfil et al (2020) Learning analytics for student modeling in virtual reality training systems: lineworkers case. Comput Educ 151:103871

    Article  Google Scholar 

  • Bruner JS (1961) The act of discovery. Harv Educ Rev 31(1):21–32

    Google Scholar 

  • Burdea G, Coiffett P (1994) Virtual reality technology. Wiley, New York

    Google Scholar 

  • Chang S, Hsu T, Chen Y, Jong M (2018) The effects of spherical video-based virtual reality implementation on students’ natural science learning effectiveness. Interact Learn Environ. https://doi.org/10.1080/10494820.2018.1548490

    Article  Google Scholar 

  • Chang S-C, Hsu T-C, Jong S-YM (2019a) Integration of the peer assessment approach with a virtual reality design system for learning earth science. Comput Educ. https://doi.org/10.1016/j.compedu.2019.103758

    Article  Google Scholar 

  • Chang S-C, Hsu T-C, Kuo W-C, Jong MS-Y (2019b) Effects of applying a VR-based two-tier test strategy to promote elementary students’ learning performance in a geology class. Br J Edu Technol. https://doi.org/10.1111/bjet.12790

    Article  Google Scholar 

  • Chen et al (2019) Developing a hands-on activity using virtual reality to help students learn by doing. J Comput Assist Learn. https://doi.org/10.1111/jcal.12389

    Article  Google Scholar 

  • Cheng K, Tsai C (2019) A case study of immersive virtual field trips in an elementary classroom: students’ learning experience and teacher–student interaction behaviors. Comput Educ 140(2):103600

    Article  MathSciNet  Google Scholar 

  • Chien S-Y, Hwang G-J, Siu-Yung Jong M (2019) Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-speaking performance and learning perceptions. Comput Educ. https://doi.org/10.1016/j.compedu.2019.103751

    Article  Google Scholar 

  • Concannon J, Esmail S, Roduta Roberts M (2019) Head-mounted display virtual reality in post-secondary education and skill training. Front Educ. https://doi.org/10.3389/feduc.2019.00080

    Article  Google Scholar 

  • Ferguson C, van den Broek L, van Oostendorp H (2020) On the role of interaction mode and story structure in virtual reality serious games. Comput Educ. https://doi.org/10.1016/j.compedu.2019.103671

    Article  Google Scholar 

  • Gavish N et al (2015) Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interact Learn Environ 23(6):778–798

    Article  Google Scholar 

  • Gündüz GF (2016) Instructional techniques. In: Akdeniz C (ed) Instructional process and concepts in theory and practice. Springer, Singapore, pp 147–232

    Chapter  Google Scholar 

  • Guyatt G et al (2003) Users’ guides to the medical literature: essentials of evidence-based clinical practice. Health Inf Libr J 20(2):79

    Google Scholar 

  • Han I (2019) Immersive virtual field trips in education: a mixed-methods study on elementary students’ presence and perceived learning. Br J Edu Technol. https://doi.org/10.1111/bjet.12842

    Article  Google Scholar 

  • Hite et al (2019) Investigating potential relationships between adolescents’ cognitive development and perceptions of presence in 3-D, haptic-enabled, virtual reality science instruction. J Sci Educ Technol 28(3):265–284

    Article  Google Scholar 

  • Huang W (2019) Examining the impact of head-mounted display virtual reality on the science self-efficacy of high schoolers. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1641525

    Article  Google Scholar 

  • Huang H, Lee C (2019) Factors affecting usability of 3D model learning in a virtual reality environment. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1691605

    Article  Google Scholar 

  • Huang CL et al (2019) Influence of students’ learning style, sense of presence, and cognitive load on learning outcomes in an immersive virtual reality learning environment. J Educ Comput Res 596:1–20

    Google Scholar 

  • Innocenti M et al (2019) Mobile virtual reality for musical genre learning in primary education. Comput Educ 139(4):102–117

    Article  Google Scholar 

  • Kartiko I, Kavakli M, Cheng K (2010) Learning science in a virtual reality application: the impacts of animated-virtual actors’ visual complexity. Comput Educ 55(3):881–891

    Article  Google Scholar 

  • Kitchenham B et al (2007) Guidelines for performing systematic literature reviews in software engineering (Version 2.3). EBSE Technical Report, Keele University and University of Durham. https://www.elsevier.com/__data/promis_misc/525444systematicreviewsguide.pdf. Accessed 15 Oct 2019

  • Kozhevnikov M, Gurlitt J, Kozhevnikov M (2013) Learning relative motion concepts in immersive and non-immersive virtual environments. J Sci Educ Technol 22(2):952–962

    Article  Google Scholar 

  • Lamb RL, Etopio E, Hand B, Yoon S (2019) Virtual reality simulation: effects on academic performance within two domains of writing in science. J Sci Educ Technol 28(4):371–381

    Article  Google Scholar 

  • Li C, Ip HHS, Wong YM, Lam WS (2020) An empirical study on using virtual reality for enhancing the youth’s intercultural sensitivity in Hong Kong. J Comput Assist Learn 36:1–11

    Article  Google Scholar 

  • Liberati A et al (2009) The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration. BMJ 339:b2700

    Article  Google Scholar 

  • Limniou M, Roberts D, Papadopoulos N (2009) Full immersive virtual environment CAVE in chemistry education. Comput Educ 51(2):584–593

    Article  Google Scholar 

  • Lin H, Yu S-J, Sun J, Jong M (2019) Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1624579

    Article  Google Scholar 

  • Makransky G, Terkildsen TS, Mayer RE (2019) Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learn Instr. https://doi.org/10.1016/j.learninstruc.2017.12.007

    Article  Google Scholar 

  • Markowitz DM et al (2018) Immersive virtual reality field trips facilitate learning about climate change. Front Psychol 9(3):23–64

    Google Scholar 

  • McFaul H, FitzGerald E (2019) A realist evaluation of student use of a virtual reality smartphone application in undergraduate legal education. Br J Edu Technol. https://doi.org/10.1111/bjet.12850

    Article  Google Scholar 

  • Meyer OA, Omdahl K, Makransky G (2019) Investigating the effect of pre-training when learning through immersive virtual reality and video: a media and methods experiment. Comput Educ. https://doi.org/10.1016/j.compedu.2019.103603

    Article  Google Scholar 

  • Moher D et al (2009) Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement. PLoS Med 6(7):e1000097

    Article  Google Scholar 

  • Pellas N, Kazanidis I, Palaigeorgiou G (2020) A systematic literature review of mixed reality environments in K-12 education. Educ Inf Technol 25(4):2481–2520

    Article  Google Scholar 

  • Pirker J, Lesjak I, Gutl C (2018) An educational physics laboratory in mobile versus room scale virtual reality—a comparative study. Int J Online Eng 13(08):106–120

    Article  Google Scholar 

  • Potkonjak M et al (2016) Virtual laboratories for education in science, technology, and engineering: a review. Comput Educ 95(3):309–327

    Article  Google Scholar 

  • Šašinka Č et al (2018) Collaborative immersive virtual environments for education in geography. ISPRS Int J Geo-Inf 8(1):3. https://doi.org/10.3390/ijgi8010003

    Article  Google Scholar 

  • Segura R et al (2019) VR-OCKS: a virtual reality game for learning the basic concepts of programming. Comput Appl Eng Educ. https://doi.org/10.1002/cae.22172

    Article  Google Scholar 

  • Selzer M, Gazcon N, Larrea M (2019) Effects of virtual presence and learning outcome using low-end virtual reality systems. Displays 59(3):9–15

    Article  Google Scholar 

  • Shi A, Wang Y, Ding N (2019) The effect of game-based immersive virtual reality learning environment on learning outcomes: designing an intrinsic integrated educational game for pre-class learning. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1681467

    Article  Google Scholar 

  • Shu Y, Huang YZ, Chang SH, Chen MY (2018) Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments. Virtual Real 26(2):1–10

    Google Scholar 

  • Southgate E et al (2019) Embedding immersive virtual reality in classrooms: ethical, organisational and educational lessons in bridging research and practice. Int J Child Comput Interact. https://doi.org/10.1016/j.ijcci.2018.10.002

    Article  Google Scholar 

  • Starr C, Anderson B, Green K (2019) “I’m a Computer Scientist!”: virtual reality experience influences stereotype threat and STEM motivation among undergraduate women. J Sci Educ Technol. https://doi.org/10.1007/s10956-019-09781-z

    Article  Google Scholar 

  • Taçgın Z (2019) The perceived effectiveness regarding immersive virtual reality learning environments changes by the prior knowledge of learners. Educ Inf Technol. https://doi.org/10.1007/s10639-019-10088-0

    Article  Google Scholar 

  • Taranilla R, Cózar-Gutiérrez R, González-Calero J, López Cirugeda I (2019) 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. https://doi.org/10.1080/10494820.2019.1674886

    Article  Google Scholar 

  • van Ginkel S et al (2019) Fostering oral presentation competence through a virtual reality-based task for delivering feedback. Comput Educ 134(3):78–97

    Article  Google Scholar 

  • Wang A et al (2019) Iterative user and expert feedback in the design of an educational virtual reality biology game. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1678489

    Article  Google Scholar 

  • Webster R (2016) Declarative knowledge acquisition in immersive virtual learning environments. Interact Learn Environ 24(6):1319–1333

    Article  Google Scholar 

  • Wolfartsberger J (2019) Analyzing the potential of Virtual Reality for engineering design review. Autom Constr 104(2):27–37

    Article  Google Scholar 

  • Wu J, Guo R, Wang Z, Zeng R (2019) Integrating spherical video-based virtual reality into elementary school students’ scientific inquiry instruction: effects on their problem-solving performance. Interact Learn Environ. https://doi.org/10.1080/10494820.2019.1587469

    Article  Google Scholar 

  • Yeh S, Hwang Y, Wang J, Zhan S (2013) Study of co-located and distant collaboration with symbolic support via a haptics enhanced virtual reality task. Interact Learn Environ 21(2):184–198

    Article  Google Scholar 

Download references

Funding

No funding received.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nikolaos Pellas.

Ethics declarations

Conflict of interest

No conflict of interest declared.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Appendix: The protocol that was executed in each database

Appendix: The protocol that was executed in each database

Database

Protocol

Note

JSTOR

((((learn or learning or engagement or learning outcomes or learning achievements)

<in>ab) <and> ((Virtual Reality or Gaming Virtual Reality or Gaming Reality) <in>ab)) <in>ab) <and> ((qualitative or quantitative))

<and> ((school or K-12) <in>ab)) <and> (pyr >Ό 2009 <and> pyr <Ό 2020)

Search on the field “Abstract”

SCOPUS

ab: ((teaching or learning or education or educational) and (Virtual Reality or Gaming Virtual Reality or Gaming Reality) and (Higher or Primary or Secondary education))

Content Type > Journal Articles

Publication Date > Between Saturday, January 01, 2009 and Thursday, March 30, 2020

Search on the fields “Abstract”, “Title” and “Keywords”

Science Direct

(learning OR teach OR learn OR education OR educational) <in>

Smart Search AND (Virtual Reality or Gaming Virtual Reality or Gaming Reality) <in>

Smart Search AND (Primary OR Secondary OR K-12) <in> Smart Search AND

Date: between 2009 and 2020 AND

Limited to: PEER_REVIEWED

In Education Full Text

Search on the field “Abstract”

– Term K-12 replaced by primary or high school or middle school by restriction of the database

– Terms “teach” and “learn” suppressed limiting quantity of terms used to search the database. Variations to the terms removed were used and can be identified that did not compromise the result

ESCBO

Publication Type: “Journal Articles” and Full-Text Available

Search on the field “Keywords (all fields)”

ERIC

(Publication Date: 2009–2020)

((Keywords: teaching OR Keywords: teach OR Keywords: learn OR Keywords:

learning OR Keywords: education OR Keywords: educational) and (Keywords:

Virtual Reality OR Keywords: Virtual Reality OR Gaming Virtual Reality OR Gaming Reality OR Keywords: qualitative and quantitative research method

OR Keywords: Higher, K-12)

Search on the field “Keywords (all fields)”

Wiley

((learning or engagement or educational)

<in>ab) <and> ((Virtual Reality or Gaming Virtual Reality or Gaming Reality) <in>ab))

<and> ((Primary or Secondary or Higher education) <in>ab)) <and> (pyr >Ό 2009 <and> pyr <Ό 2019)

– Search on the field “Abstract”

Web of Science

((learning or K-12 or Higher education)

<in>ab) <and> ((Virtual Reality or Gaming Virtual Reality or Gaming Reality) <in> ab))

<and> ((Primary or Secondary) <in>ab)) <and> (pyr >Ό 2009 <and> pyr <Ό 2020)

– Search on the field “Abstract”

IEEEXplore

(learning OR teach OR learn OR education OR educational) <in>

Smart Search AND (Virtual Reality or Gaming Virtual Reality or Gaming Reality) <in>

Smart Search AND (Primary OR Secondary OR k-12) <in> Smart Search AND

Date: between 2009 and 2020 AND

Limited to: PEER_REVIEWED

In Education Full Text

Search on the field “Keywords (all fields)”

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Pellas, N., Mystakidis, S. & Kazanidis, I. Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature. Virtual Reality 25, 835–861 (2021). https://doi.org/10.1007/s10055-020-00489-9

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10055-020-00489-9

Keywords

Navigation