2020
DOI: 10.1111/bjet.13030
|View full text |Cite
|
Sign up to set email alerts
|

Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research

Abstract: Immersive Virtual Reality (IVR) systems offer several learning affordances, that is, characteristics that can elicit learning behaviors promoting learning outcomes in educational contexts. In particular, the immersive and interactive properties of these systems represent a strong opportunity to support the effective learning experiences. The present review aims at mapping IVR systems' use in K-12 and higher educational contexts and investigating their effectiveness in facilitating learning in terms of knowledg… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
81
0
11

Year Published

2020
2020
2024
2024

Publication Types

Select...
7
2
1

Relationship

0
10

Authors

Journals

citations
Cited by 189 publications
(92 citation statements)
references
References 87 publications
0
81
0
11
Order By: Relevance
“…VR-based simulators, therefore, directly support two of the learning theories, namely experiential learning and constructivism (Pantelidis 1995 ). Research literature suggests that VR can support learner motivation and engagement and promote higher order learning (Di Natale et al 2020 ; Mallam et al 2019 ). It is also possible to get overall greater return on training investments, as the VR simulators can be used in different settings due to their compactness and high mobility.…”
Section: Swot Analysis and Discussionmentioning
confidence: 99%
“…VR-based simulators, therefore, directly support two of the learning theories, namely experiential learning and constructivism (Pantelidis 1995 ). Research literature suggests that VR can support learner motivation and engagement and promote higher order learning (Di Natale et al 2020 ; Mallam et al 2019 ). It is also possible to get overall greater return on training investments, as the VR simulators can be used in different settings due to their compactness and high mobility.…”
Section: Swot Analysis and Discussionmentioning
confidence: 99%
“…Virtual Reality (VR) is a technology by which computer‐aided stimuli create the immersive illusion of being somewhere else. VR has been increasingly applied in higher education with positive impact in students' learning and motivation (Di Natale et al, 2020 ). VR technology affords realistic immersive experiences to enable learners' presence, active learning, and engagement when real experiences are not accessible.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The qualitative systematic review by Di Natale, Repetto, Riva, and Villani (2020) examined the last 10 years of IVR research in schools and higher education to analyse the impact on achievement and motivation. The research team starts by distinguishing between different levels of immersion, from non‐immersive (desktop) VR, to semi‐immersive (partial field of vision) to immersive (eg, HMDs).…”
Section: Overview Of Papersmentioning
confidence: 99%