Using Immersive Virtual Reality in the classroom: a meta-analysis

Authors

  • Jacobo Roda-Segarra Dpto. Educación Comparada e Historia de la Educación  (Universitat de València)
  • Santiago Mengual-Andrés Dpto. Educación Comparada e Historia de la Educación (Universitat de València)
  • Rosabel Martínez-Roig Universitat d'Alacant

DOI:

https://doi.org/10.7203/realia.29.21488

Keywords:

virtual reality, learning, educational innovation, meta-analysis, ICT

Abstract

Although the first designs of devices for accessing computer-generated virtual worlds date back over half a century, two factors needed to come together to create the explosion of Virtual- Reality-related projects we have seen in recent years. The first was the progressive increase in the computing power of general-purpose computers. The second was the reduction in the cost of de- vices needed to access this technology. In this paper we conduct a meta-analysis of 15 educational projects that employed Immersive Virtual Reality technology in the classroom between 2015 and 2020. For this analysis we examined variables such as the projects’ objectives, the educational sta- ges and courses in which they were used, their subject matter, and the software and type of devices employed. Our results show that most of these projects were conducted in 2020 and that the aims of the projects were to develop students’ interest in a field of knowledge or to analyse their effective- ness in enabling students’ acquisition of concepts. We also found that secondary education was the educational stage at which most initiatives were developed and that low-cost devices such as Google Cardboard were mainly used. However, this homogeneity in hardware was not reciprocated when it came to software, which was much more fragmented. The latter result highlights the difficulties teachers may have when selecting suitable tools for initiatives involving Immersive Virtual Reality

Downloads

Download data is not yet available.

References

Astuti, T. N., Sugiyarto, K. H., y Ikhsan, J. (2020). Effect of 3D visualization on students’ critical thinking skills and scientific attitude in chemistry. International Journal of Instruction, 13(1), 151–164. Descargado de http://files.eric.ed.gov/fulltext/EJ1239288.pdf

 

Boda, P. A., y Brown, B. (2020). Priming urban learners’ attitudes toward the relevancy of science: A mixed-methods study testing the importance of context. Journal of Research in Science Teaching, 57 (4), 567–596. ttps://doi.org/10.1002/tea.21604

 

Chang, Y. (2020). Influence of virtual reality on engineering design creativity. Educational Studies. https://doi.org/10.1080/03055698.2020.1754767

 

Cheng, K., y Tsai, C. (2020). Students’ motivational beliefs and strategies, perceived immersion and attitudes towards science learning with immersive virtual reality: A partial least squares analysis. British Journal of Educational Technology. http:// dx.doi.org/10.1111/bjet.12956

 

Conn, C., Lanier, J., Minsky, M., Fisher, S., y Druin, A. (1989). Virtual environments and interactivity: Windows to the future. ACM Siggraph Computer Graphics, 23(5), 7–18. https://doi.org/10.1145/77277.77278

 

Demitriadou, E., Stavroulia, K., y Lanitis, A. (2020). Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education. Education and Information Technologies, 25(1), 381–401. https://doi.org/10.1007/s10639-019-09973-5

 

Glass, G. V. (1976). Primary, secondary, and meta-analysis of research. Educational Researcher, 5, 3–8. https://doi.org/10.3102/0013189X005010003

 

González, J., y Balaguer, A. (2007). Revisión sistemática y metanálisis (I): conceptos básicos. Evidencias en Pediatría, 3, 107–107. https://evidenciasenpediatria.es/articulo/5204/ revision-sistematica-y-metaanalisis-i-conceptos-basicos

 

Han, I. (2020). Immersive virtual field trips and elementary students’ perceptions. British Journal of Educational Technology, 52(1). https://doi.org/10.1111/bjet.12946

 

Hsu, Y. (2020). Exploring the Learning Motivation and Effectiveness of Applying Virtual Reality to High School Mathematics. Universal Journal of Educational Research, 8(2), 438–444. https://doi.org/10.13189/ujer.2020.080214

 

Jitmahantakul, S., y Chenrai, P. (2019). Applying virtual reality technology to geoscience classrooms. Review of International Geographical Education Online, 9(3), 577–590. Descargado de http://files.eric.ed.gov/fulltext/EJ1244538.pdf

 

Jong, M. S., Tsai, C., Xie, H., y Wong, F. K.-K. (2020). Integrating interactive learner-immersed video-based virtual reality into learning and teaching of physical geography. British Journal of Educational Technology. https://doi.org/10.1111/bjet.12947

 

Kolomaznika, M., Sullivana, M., y Vyvyana, K. (2017). Can Virtual Reality Engage Students With Teamwork? International Journal of Innovation in Science and Mathematics Education, 25(4), 32–44. Descargado de https://openjournals.library.sydney.edu.au/ index.php/CAL/article/view/12172

 

Makransky, G., Petersen, G. B., y Klingenberg, S. (2020). Can an immersive virtual reality simulation increase students’ interest and career aspirations in science? British Journal of Educational Technology, 51(6). https://doi.org/10.1111/bjet.12954

Marín-Díaz, V., Morales-Díaz, M., y Reche-Urbano, E. (2019). Educational Possibilities of Video Games in the Primary Education Stage According to Teachers in Training. A Case Study. Journal of New Approaches in Educational Research, 8(1), 42–49. https:// doi.org/10.7821/naer.2019.1.330

 

Mcfaul, H., y Fitzgerald, E.    (2020).  A realist evaluation of student use of a virtual reality smartphone application in undergraduate legal education. British Journal of Educational Technology, 51(2), 572–589. https://doi.org/10.1111/bjet.12850

 

Osuna, J. B., Gutiérrez-Castillo, J., Llorente-Cejudo, M., y Ortiz, R. V. (2019). Difficulties in the Incorporation of Augmented Reality in University Education: Visions from the Experts. Journal of New Approaches in Educational Research, 8(2), 126–141. https:// doi.org/10.7821/naer.2019.7.409

 

Pérez, M. D. M., Duque, A. G., y García, L. (2018). Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. Journal of New Approaches in Educational Research, 7 (1), 31–39. https:// doi.org/10.7821/naer.2018.1.248

 

Rupp, M. A., Kozachuk, J., Michaelis, J. R., Odette, K. L., Smither, J. A., y McConnell, D. S. (2016). The effects of immersiveness and future VR expectations on subjective- experiences during an educational 360video. Proceedings of the Human Factors and Ergonomics Society, 60(1), 2101–2105. https://doi.org/10.1177/1541931213601477

 

Shackelford, L., Huang, W. D., Craig, A., Merrill, C., y Chen, D. (2019). Relationships between motivational support and game features in a game-based virtual reality learning environment for teaching introductory archaeology. Educational Media International, 56(3), 183–200. https://doi.org/10.1080/09523987.2019.1669946

 

Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators & Virtual Environments, 1(1), 120–126. http://dx.doi.org/10.1162/pres.1992.1.1.120

 

Sutherland, I. (1965). The Ultimate Display. Proceedings IFIP Congress (pp. 506–508). Descargado de http://citeseer.ist.psu.edu/viewdoc/summary?doi=10.1.1.136.3720

 

Sutherland, I. (1968). A Head-Mounted Three Dimensional Display. Proceedings of the Fall Joint Computer Conference, AFIPS Conference Proceedings, 33, 757–764. https://doi.org/ 10.1145/1476589.1476686

 

Witmer, B. G., y Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments, 7 (3), 225–240. https:// doi.org/10.1162/105474698565686

 

Woletz, J. (2018). Interfaces of Immersive Media. Interface Critique Journal, 1. Descargado de https://interfacecritique.net/journal/volume-1/woletz-interfaces-of-immersive-media/

 

Wu, B., Yu, X., y Gu, X. (2020). Effectiveness of immersive virtual reality using head-mounted displays on learning performance: A meta-analysis. British Journal of Educational Technology, 51(6), 1991–2005. https://doi.org/10.1111/bjet.13023

 

Yepes-Nuñez, J. J., Urrútia, G., Romero-García, M., y Alonso-Fernández, S. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. [Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas]. Revista Espanola De Cardiologia, 74(9), 790–799. https://doi.org/10.1016/ j.recesp.2021.06.016

 

Zhao, J., Lin, L., Sun, J., y Liao, Y. (2020). Using the summarizing strategy to engage learners: Empirical evidence in an immersive virtual reality environment. Asia-Pacific Education Researcher, 29(5), 473–482. https://doi.org/10.1007/s40299-020-00499-w

Published

2022-07-15

How to Cite

Roda-Segarra, J., Mengual-Andrés, S., & Martínez-Roig, R. (2022). Using Immersive Virtual Reality in the classroom: a meta-analysis. Research in Education and Learning Innovation Archives, (29), 1–12. https://doi.org/10.7203/realia.29.21488
Metrics
Views/Downloads
  • Abstract
    1764
  • PDF (Español)
    1038
  • EPUB (Español)
    438
  • HTML (Español)
    868

Issue

Section

ARTICLES

Metrics

Similar Articles

1 2 3 4 5 6 7 8 > >> 

You may also start an advanced similarity search for this article.