DOI: 10.1109/MCG.2021.3067999
Terbit pada 23 Maret 2021 Pada IEEE Computer Graphics and Applications

The Potential of 360° Virtual Reality Videos and Real VR for Education—A Literature Review

J. Pirker A. Dengel

Abstrak

Virtual reality (VR) has a wide variety of potentials for education. Especially 360$^{\circ }$∘ videos can provide immersive educational experiences of otherwise not accessible real-world environments. But what potential do 360$^{\circ }$∘ videos in VR and real VR settings have for teaching? Research into the use of real VR, providing live-learning experience in the classroom is still scarce, which is why this article investigates this issue in the context of a systematic review. We discuss use cases, advantages, and limitations as well as interaction characteristics of the potential of 360$^{\circ }$∘ videos, and also the promises of real VR scenarios. By analyzing 64 articles in-depth, our results suggest that 360$^{\circ }$∘ videos can be used for a wide variety of topics. While only a few articles report technological benefits, there are indicators that 360$^{\circ }$∘ videos can benefit learning processes in terms of performance, motivation, and knowledge retention. Most papers report positive effects on other human factors such as presence, perception, engagement, emotions, and empathy. Furthermore, an open research gap has been identified in use cases for real VR.

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Systematic literature review and bibliometric analysis on virtual reality and education

Mario A. Rojas-Sánchez J. A. Folgado-Fernández P. Palos-Sánchez

27 Juni 2022

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How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade

Akrivi Krouska C. Sgouropoulou Andreas Marougkas + 1 lainnya

14 Juli 2023

During the last decade, there has been a substantial increase of interest in studies related to Virtual Reality (VR) as a learning tool. This paper presents a systematic literature review of personalization strategies utilized in immersive VR for educational objectives in the classroom. For the purposes of this review, 69 studies between 2012 and 2022 were analyzed in terms of their benefits, limitations and development features. The novelty of the study mainly arises from the in-depth analysis and reporting of personalization strategies as well as gamification techniques used in VR applications. The significance of this research lies in the observation that earlier studies’ applications did not sufficiently incorporate adaptive learning content, indicating the necessity for more research in this field and revealing a research gap. In conclusion, as it encourages future research of this field, this study may be a beneficial reference for those interested in researching the implementation of Virtual Reality in education, including academics, students, and professionals.

Exploring Virtual Reality in the Higher Education Classroom: Using VR to Build Knowledge and Understanding

Burcin Yazgi Walsh S. Stehle Gareth W. Young + 1 lainnya

28 Agustus 2020

irtual reality (VR), as an informative medium, possesses the potential to engage students with immersive, interactive, and informative experiences. When presented in VR, immersive virtual environments (IVEs) can provide three-dimensional visual simulations that can be used to inform students about concepts in specific contexts that would be near impossible to achieve with more traditional teaching methodologies. It is proposed that existing learning frameworks can benefit from exploring the modalities of interaction that are presently afforded via VR from the experiential perspectives of the students. An evaluation is presented that focused on the appraisal of student experiences of immersive technologies as applied in a higher education context, specifically in the use of VR for the exploration of geomorphology theory by physical geography students. This research supports further development of the immersive learning discipline from three different perspectives. First, an empathy mapping method was applied to visualize student experiences and externalize our observed knowledge of student users for creating a shared understanding of their needs and to aid in lesson planning decision making when using VR in the classroom. Second, student experiences were captured using a technology-focused user experience questionnaire to obtain student attitudes immediately post-task. Finally, to assist teachers with the creation of a student-centered lesson plans that incorporate VR in the classroom, eight heuristic guidelines (focus, provocation, stimulation, collaboration, control, digital life, learner skills, multimodal experience) were developed. It is proposed that these findings can be used to provide support for the use of mixed reality and immersive virtual environments in learning that encompass the challenges faced by students and the interdisciplinary education community at large.

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Ayah Hamad Bochen Jia

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Effectiveness of virtual reality in nursing education: a systematic review and meta-analysis

Weiwei Zhang Ting Wang Wei Li + 2 lainnya

28 September 2023

Objective This study aims to assess the transformative potential of Virtual Reality (VR) has shown significant potential in transforming nursing education by providing immersive and interactive learning experiences. Our objective is to systematically evaluate and conduct a meta-analysizes on the impact effect of virtual reality technology in teaching nursing students. Methods To achieve this, we conducted comprehensive computer searches on platforms including of PubMed, Web of Science, Wiley Online Library, Zhiwang database, Wanfang database, and China Biomedical Literature Service (SinoMed), were conducted to collect randomized controlled trial studies on the use of virtual reality’s technology for teaching nursing students built up to until March 2023., and the Cochrane Furthermore, the quality of the included literature was assessed evaluated using the quality evaluation criteria specified for randomized controlled trial studies within the Cochrane provided in the evaluation handbook manual. In addition, a meta-analysis was performed using Review Manager 5.3 software. Results The aggregate outcomes from a total of 12 randomized controlled trials, encompassing including 1167 students, indicate were included. Meta-analysis results showed that virtual reality technology significantly enhances could better improve nursing students’’ theoretical knowledge [(SMD = 0.97, 95% CI [0.48, 1.46], p < 0.001)], practical skills (SMD = 0.52, 95% CI [0.33, 1.46], p < 0.001), skill retention, (SMD = 0.52, 95% CI [0.33, 0.71], p < 0.001), and satisfaction levels (SMD = 1.14, 95% CI [0.85, 1.43], p < 0.001), in comparison with traditional or alternative teaching methodologies. However, no statistically significant impact was observed on the enhancement of critical thinking skills (SMD = 0.79, 95% CI [-0.05, 1.64], p = 0.07) among nursing students. Conclusion Our findings underscore that compared to conventional teaching methods, virtual reality offers superior potential in advancing nursing students’ theoretical knowledge, practice proficiencies, and overall satisfaction, while not yielding a significant advantage in enhancing critical thinking skills. The incorporated literature consisted exclusively of randomized controlled trials, albeit a subset of these studies omitted descriptions of the allocation concealment strategy.

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