Abstract
Head-mounted displays (HMD) are becoming more affordable and immersive content more available. Consequently, the home-use of fully immersive virtual environments (IVE) has the potential for increasing significantly in the years to come. Studies suggest that primary/K-12 education can largely benefit from IVE. The existing literature reviews about this topic are almost a decade old, when access to virtual reality was restricted or did not specifically focus on this education level and setting. In this context, this article presents a literature review about learning outcomes from using fully HMD-based IVE in primary/K-12 education. It highlights relevant studies, identifies gaps, and provides insights for future research.
A.C.M. Queiroz—CNPq Scholarship.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Kuntz, S., Cíger, J.: Low-cost and home-made immersive systems. Int. J. Virtual Real. 11, 9–17 (2012)
Rosedale, P.: Virtual reality: the next disruptor: a new kind of worldwide communication. IEEE Consum. Electron. Mag. 6, 48–50 (2017)
Armstrong, P.: Just How Big Is the Virtual Reality Market and Where Is It Going Next? (2017). https://www.forbes.com/sites/paularmstrongtech/2017/04/06/just-how-big-is-the-virtual-reality-market-and-where-is-it-going-next/#3a1
Brown, A., Green, T.: Virtual reality: low-cost tools and resources for the classroom. TechTrends 60, 517–519 (2016)
Amin, A., Gromala, D., Tong, X., Shaw, C.: Immersion in cardboard VR compared to a traditional head-mounted display. In: Lackey, S., Shumaker, R. (eds.) VAMR 2016. LNCS, vol. 9740, pp. 269–276. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-39907-2_25
Papachristos, N.M., Vrellis, I., Mikropoulos, T.A.: A comparison between oculus rift and a low-cost smartphone VR headset: immersive user experience and learning. In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), pp. 477–481 (2017)
Rakkolainen, I., Raisamo, R., Turk, M., Höllerer, T., Palovuori, K.: Casual immersive viewing with smartphones. In: Proceedings of the 20th International Academic Mindtrek Conference, pp. 449–452 (2016)
Juarez, A., Schonenberg, W., Bartneck, C.: Implementing a low-cost CAVE system using the CryEngine2. Entertain. Comput. 1, 157–164 (2010)
Mestre, D.R.: CAVE versus head-mounted displays: ongoing thoughts. Electron. Imaging 2017, 31–35 (2017)
Richardt, C., Tompkin, J., Halsey, J., Hertzmann, A., Starck, J., Wang, O.: Video for virtual reality. In: ACM SIGGRAPH 2017 Courses, p. 16 (2017)
Van den Broeck, M., Kawsar, F., Schöning, J.: It’s all around you: exploring 360° video viewing experiences on mobile devices. In: Proceedings of the 2017 ACM on Multimedia Conference, pp. 762–768 (2017)
Argyriou, L., Economou, D., Bouki, V.: 360-degree interactive video application for cultural heritage education (2017)
Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., Jin, M.: The use of immersive virtual reality in the learning sciences: digital transformations of teachers, students, and social context. J. Learn. Sci. 17, 102–141 (2008)
Dalgarno, B., Lee, M.J.W.: What are the learning affordances of 3-D virtual environments? Br. J. Educ. Technol. 41, 10–32 (2010)
Wickens, C.D.: Virtual reality and education. In: 1992 IEEE International Conference on Systems, Man and Cybernetics, pp. 842–847 (1992)
Bricken, M.: Virtual reality learning environments: potentials and challenges. ACM SIGGRAPH Comput. Graph. 25, 178–184 (1991)
Dede, C.: Immersive interfaces for engagement and learning. Science 5910(323), 66–69 (2009)
Dede, C.J., Jacobson, J., Richards, J.: Introduction: virtual, augmented, and mixed realities in education. In: Liu, D., Dede, C., Huang, R., Richards, J. (eds.) Virtual, Augmented, and Mixed Realities in Education. SCI, pp. 1–16. Springer, Singapore (2017). https://doi.org/10.1007/978-981-10-5490-7_1
Freina, L., Ott, M.: A literature review on immersive virtual reality in education: state of the art and perspectives. In: The International Scientific Conference eLearning and Software for Education, p. 133 (2015)
Dawley, L., Dede, C.: Situated learning in virtual worlds and immersive simulations. In: Spector, J., Merrill, M., Elen, J., Bishop, M. (eds.) Handbook of Research on Educational Communications and Technology, pp. 723–734. Springer, New York (2014). https://doi.org/10.1007/978-1-4614-3185-5_58
Hew, K.F., Cheung, W.S.: Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: a review of the research. Br. J. Educ. Technol. 41, 33–55 (2010)
Martin-Gutiérrez, J., Mora, C.E., Añorbe-Diaz, B., González-Marrero, A.: Virtual technologies trends in education. EURASIA J. Math. Sci. Technol. Educ. 13, 469–486 (2017)
Trindade, J., Fiolhais, C., Almeida, L.: Science learning in virtual environments: a descriptive study. Br. J. Educ. Technol. 33, 471–488 (2002)
Immersive Education Inniative: Immersive Education. http://immersiveeducation.org/
Dede, C.: Introduction to virtual reality in education. Themes Sci. Technol. Educ. 2, 7–9 (2010)
Cheung, A.C.K., Slavin, R.E.: The effectiveness of educational technology applications for enhancing mathematics achievement in K-12 classrooms: a meta-analysis. Educ. Res. Rev. 9, 88–113 (2013)
Slavin, R., Smith, D.: The relationship between sample sizes and effect sizes in systematic reviews in education. Educ. Eval. Policy Anal. 31, 500–506 (2009)
Salzman, M.C., Dede, C., Loftin, R.B., Chen, J.: A model for understanding how virtual reality aids complex conceptual learning. Presence Teleoper. Virtual Environ. 8, 293–316 (1999)
Fowler, C.: Virtual reality and learning: where is the pedagogy? Br. J. Educ. Technol. 46, 412–422 (2015)
Youngblut, C.: Educational uses of virtual reality technology, Alexandria (1998)
Bailey, J.O., Bailenson, J.N.: Immersive virtual reality and the developing child. In: Cognitive Development in Digital Contexts, pp. 181–200. Elsevier (2018)
Salzman, M.C., Loftin, R.B., Dede, C., McGlynn, D.: ScienceSpace: lessons for designing immersive virtual realities. In: Conference Companion on Human Factors in Computing Systems, pp. 89–90 (1996)
Mikropoulos, T.A., Natsis, A.: Educational virtual environments: a ten-year review of empirical research (1999–2009). Comput. Educ. 56, 769–780 (2011)
Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-Kennicutt, W., Davis, T.J.: Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: a meta-analysis. Comput. Educ. 70, 29–40 (2014)
Scornavacca, E., Barnes, S.J., Huff, S.L.: Mobile business research published in 2000–2004: emergence, current status, and future opportunities. Commun. Assoc. Inf. Syst. 17, 635–646 (2006)
Webster, J., Watson, R.T.: Analyzing the past to prepare for the future: writing a literature review. MIS Q. 26, xiii–xxiii (2002)
Jones, O., Gatrell, C.: The future of writing and reviewing for IJMR. Int. J. Manag. Rev. 16, 249–264 (2014)
Booth, A., Sutton, A., Papaioannou, D.: Systematic Approaches to a Successful Literature Review. Sage, London (2016)
Shoaib, M., Hussain, I., Mirza, H.T., Tayyab, M.: The role of information and innovative technology for rehabilitation of children with autism: a systematic literature review. In: 2017 17th International Conference on Computational Science and Its Applications (ICCSA), pp. 1–10 (2017)
Lindgren, R., Johnson-Glenberg, M.: Emboldened by embodiment: six precepts for research on embodied learning and mixed reality. Educ. Res. 42, 445–452 (2013)
Johnson-Glenberg, M.C., Koziupa, T., Birchfield, D., Li, K.: Games for learning in embodied mixed-reality environments: principles and results. In: Proceedings of the 7th International Conference on Games + Learning + Society Conference, pp. 129–137 (2011)
Jacobson, J., Lewis, M.: Game engine virtual reality with CaveUT. Comput. (Long Beach, Calif.) 38, 79–82 (2005)
Jacobson, J., Holden, L.: The virtual Egyptian temple. In: EdMedia: World Conference on Educational Media and Technology, pp. 4531–4536 (2005)
Kaufmann, H., Schmalstieg, D.: Mathematics and geometry education with collaborative augmented reality. Comput. Graph. 27, 339–345 (2003)
Kaufmann, H.: Construct3D: an augmented reality application for mathematics and geometry education. In: Proceedings of the Tenth ACM International Conference on Multimedia, pp. 656–657 (2002)
Freina, L., Bottino, R.: Immersion or non-immersion? That is the question. Is immersion useful in a spatial perspective taking task? In: Immersive Italy 6th European Immersive Education Summit, Padova, Italy (2016)
Adamo-Villani, N., Wright, K.: SMILE: an immersive learning game for deaf and hearing children. In: ACM SIGGRAPH 2007 Educators Program, p. 17. ACM, San Diego (2007)
Zizza, C., Starr, A., Hudson, D., Nuguri, S.S., Calyam, P., He, Z.: Towards a social virtual reality learning environment in high fidelity. In: 2018 15th IEEE Annual Consumer Communications and Networking Conference (CCNC), pp. 1–4 (2018)
Bernardes, M., Barros, F., Simoes, M., Castelo-Branco, M.: A serious game with virtual reality for travel training with autism spectrum disorder. In: 2015 International Conference on Virtual Rehabilitation Proceedings (ICVR), pp. 127–128 (2015)
Ehrlich, J., Munger, J.: Utilizing head mounted displays as a learning tool for children with autism. In: Proceedings of the 4th European Immersive European Summit, Vienna (2012)
Anderson, J.R.: Acquisition of cognitive skill. Psychol. Rev. 89, 369–406 (1982)
Schunk, D.H.: Learning Theories: An Educational Perspective, 6th edn. Pearson, Boston (2012)
Passig, D.: Revisiting the Flynn effect through 3D immersive virtual reality (IVR). Comput. Educ. 88, 327–342 (2015)
Gelsomini, M.: An affordable virtual reality learning framework for children with neuro-developmental disorder. In: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 343–344. ACM, New York (2016)
Rasheed, F., Onkar, P., Narula, M.: Immersive virtual reality to enhance the spatial awareness of students. In: Proceedings of the 7th International Conference on HCI, IndiaHCI 2015, pp. 154–160 (2015)
Tamaddon, K., Stiefs, D.: Embodied experiment of levitation in microgravity in a simulated virtual reality environment for science learning. In: 2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual and Augmented Reality (KELVAR), pp. 1–5 (2017)
Salzman, M.C., Dede, C., Loftin, B.R.: Learner-centered design of sensorily immersive microworlds using a virtual reality interface. In: Greer, J. (ed.) Proceedings of the Seventh International Conference on Artificial Intelligence and Education, pp. 554–564 (2005)
Häfner, P., Häfner, V., Ovtcharova, J.: Experiencing physical and technical phenomena in schools using virtual reality driving simulator. In: Zaphiris, P., Ioannou, A. (eds.) LCT 2014. LNCS, vol. 8524, pp. 50–61. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-07485-6_6
Salzman, M.C., Dede, C., Loftin, R.B.: Usability and learning in educational virtual realities. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, pp. 486–490 (1995)
Adamo-Villani, N., Wilbur, R.B.: Effects of platform (immersive versus non-immersive) on usability and enjoyment of a virtual learning environment for deaf and hearing children. In: Proceedings of EGVE, pp. 8–19 (2008)
Passig, D., Eden, S., Heled, M.: The impact of virtual reality on the awareness of teenagers to social and emotional experiences of immigrant classmates. Educ. Inf. Technol. 12, 267–280 (2007)
Parmar, D., Isaac, J., Babu, S.V., D’Souza, N., Leonard, A.E., Jörg, S., Gundersen, K., Daily, S.B.: Programming moves: design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students. In: 2016 IEEE Virtual Reality (VR), pp. 131–140 (2016)
Casu, A., Spano, L.D., Sorrentino, F., Scateni, R.: RiftArt: bringing masterpieces in the classroom through immersive virtual reality. In: Eurographics Italian Chapter Conference, pp. 77–84 (2015)
Passig, D., Eden, S.: Enhancing time-connectives with 3D immersive virtual reality (IVR). J. Educ. Comput. Res. 42, 307–325 (2010)
Huang, Y., Churches, L., Reilly, B.: A case study on virtual reality American football training. In: Proceedings of the 2015 Virtual Reality International Conference, p. 6 (2015)
Eden, S., Passig, D.: Three-dimensionality as an effective mode of representation for expressing sequential time perception. J. Educ. Comput. Res. 36, 51–63 (2007)
Passig, D., Schwartz, T.: Solving conceptual and perceptual analogies with virtual reality among kindergarten children of immigrant families. Teach. Coll. Rec. 116, n2 (2014)
Passig, D., Tzuriel, D., Eshel-Kedmi, G.: Improving children’s cognitive modifiability by dynamic assessment in 3D immersive virtual reality environments. Comput. Educ. 95, 296–308 (2016). https://doi.org/10.1016/j.compedu.2016.01.009
Cheng, Y., Huang, C.-L., Yang, C.-S.: Using a 3D immersive virtual environment system to enhance social understanding and social skills for children with autism spectrum disorders. Focus Autism Other Dev. Disabl. 30, 222–236 (2015)
Strickland, D., Marcus, L.M., Mesibov, G.B., Hogan, K.: Brief report: two case studies using virtual reality as a learning tool for autistic children. J. Autism Dev. Disord. 26, 651–659 (1996)
Passig, D., Eden, S.: Enhancing the induction skill of deaf and hard-of-hearing children with virtual reality technology. J. Deaf Stud. Deaf Educ. 5, 277–285 (2000)
Passig, D., Eden, S.: Virtual reality as a tool for improving spatial rotation among deaf and hard-of-hearing children. CyberPsychol. Behav. 4, 681–686 (2001)
Passig, D.: Improving the sequential time perception of teenagers with mild to moderate mental retardation with 3D immersive virtual reality (IVR). J. Educ. Comput. Res. 40, 263–280 (2009)
Passis, D., Eden, S.: Improving flexible thinking in deaf and hard of hearing children with virtual reality technology. Am. Ann. Deaf 145, 286–291 (2000)
Passig, D., Eden, S.: Cognitive intervention through virtual environments among deaf and hard-of-hearing children. Eur. J. Spec. Needs Educ. 18, 173–182 (2003)
Moreno, R., Mayer, R.: Interactive multimodal learning environments. Educ. Psychol. Rev. 19, 309–326 (2007)
Kanfer, R., Ackerman, P.L.: Motivation and cognitive abilities: an integrative/aptitude-treatment interaction approach to skill acquisition. J. Appl. Psychol. 74, 657 (1989)
Blascovich, J., Loomis, J., Beall, A.C., Swinth, K.R., Hoyt, C.L., Bailenson, J.N.: Immersive virtual environment technology as a methodological tool for social psychology. Psychol. Inq. 13, 103–124 (2002)
Zimmerman, B.J., Bandura, A., Martinez-Pons, M.: Self-motivation for academic attainment: the role of self-efficacy beliefs and personal goal setting. Am. Educ. Res. J. 29, 663–676 (1992)
Lee, J.-S.: The relationship between student engagement and academic performance: is it a myth or reality? J. Educ. Res. 107, 177–185 (2014)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Queiroz, A.C.M., Nascimento, A.M., Tori, R., da Silva Leme, M.I. (2018). Using HMD-Based Immersive Virtual Environments in Primary/K-12 Education. In: Beck, D., et al. Immersive Learning Research Network. iLRN 2018. Communications in Computer and Information Science, vol 840. Springer, Cham. https://doi.org/10.1007/978-3-319-93596-6_11
Download citation
DOI: https://doi.org/10.1007/978-3-319-93596-6_11
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-93595-9
Online ISBN: 978-3-319-93596-6
eBook Packages: Computer ScienceComputer Science (R0)