A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

  title={A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda},
  author={Jaziar Radianti and Tim A. Majchrzak and Jennifer Fromm and Isabell Wohlgenannt},
  journal={Comput. Educ.},
Virtual Reality (VR) in Engineering Education and Training: A Bibliometric Analysis
Although Virtual Reality (VR) was first mentioned in the 60s, the research interest into the technology and its application are still gaining much attention globally. VR technology had evolved and
Virtual Reality Applications for Higher Educations: A Market Analysis
Benefits and applications of virtual reality (VR) in higher education have seen much interest both from research and industry. While several immersive VR applications for higher education have been
Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design
The adoption of immersive virtual reality (I-VR) as a pedagogical method in education has challenged the conceptual definition of what constitutes a learning environment. High fidelity graphics and
Embedding Virtual Reality Technology in Teaching 3D Design for Secondary Education
A novel teaching framework that combines classroom learning with VR technology and suggests that immersive VR technology is a promising tool for developing practical courses such as product design and development.
Head‐mounted display‐based virtual reality systems in engineering education: A review of recent research
The literature reveals that engineering researchers and instructors have broadly explored the potential of HMD VR in organized engineering instruction and training, but rigorous evaluation appears to be somewhat lacking in the reviewed research, and most studies are conducted in a small‐scale laboratory setting.
Research on VR/AR integration in education
Virtual reality (VR) and augmented reality (AR) are taking off in almost every part of our living. Lately VR/AR technologies are increasingly present in education as well. Virtual experiences offer a
The Application of Virtual Reality in Engineering Education
The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and
A Meta-Review of Learning Research in Immersive Virtual Reality
Findings from recent compilations of research in virtual reality that examined VR and learning are summarized to help the training community more effectively explore VR as a technology for learning.
Immersive Virtual Reality in K-12 and Outcomes: A Meta-analysis
IVR will have a certain impact on the learning effect of K-12 and HE students, but in the use of IVR for teaching need to pay attention to students’ segments, disciplines and other issues, but also to carry out appropriate and effective teaching design, in order to improve thelearning effect of students to contribute.
Paper Trail: An Immersive Authoring System for Augmented Reality Instructional Experiences
Paper Trail is presented, an immersive authoring system designed to explore how to enable instructors to create AR educational experiences, leaving paper at the core of the interaction and enhancing it with various forms of digital media, animations for dynamic illustrations, and clipping masks to guide learning.


A Critical Review of the Use of Virtual Reality in Construction Engineering Education and Training
It is found that the VR technologies adopted for CEET evolve over time, from desktop-based VR, immersive VR, 3D game- based VR, to Building Information Modelling (BIM)-enabled VR.
VREdu: A Framework for Interactive Immersive Lectures using Virtual Reality
  • Mohammed Misbhauddin
  • Education
    2018 21st Saudi Computer Society National Computer Conference (NCC)
  • 2018
A VR framework that enhances the learning experience of students who face difficulties in the classroom and makes learning immersive, interactive and narrative offering enhanced motivation to students is developed.
A survey on the scientific literature on the advantages and potentials in the use of Immersive Virtual Reality in Education in the last two years shows how VR in general, and immersive VR in particular, has been used mostly for adult training in special situations or for university students.
A review of the use of virtual reality head-mounted displays in education and training
The review identified a number of situations where HMDs are useful for skills acquisition and outside of these situations the HMTs had no advantage when compared to less immersive technologies or traditional instruction and in some cases even proved counterproductive because of widespread cybersickness, technological challenges, or because the immersive experience distracted from the learning task.
Virtual reality for education and workforce training
  • Daniel W. Carruth
  • Education
    2017 15th International Conference on Emerging eLearning Technologies and Applications (ICETA)
  • 2017
Questions remain regarding the capabilities and limitations of current technology, particularly regarding the effectiveness of knowledge and skill acquisition in virtual reality.
The state of immersive technology research: A literature analysis
Virtual reality application for interactive and informative learning
  • S. Alawadhi, N. Alhabib, S. Al-Kork
  • Education, Computer Science
    2017 2nd International Conference on Bio-engineering for Smart Technologies (BioSMART)
  • 2017
By having this application, students will be able to perform experiments, attend online live 360D lectures, watch pre-recorded lectures, have a campus tour, and visit informative labs virtually and many educational problems will be solved including dangerous experiments, lack of equipment, and disables movement struggles.
Virtual Reality: A Technology in Need of IS Research
It is argued that the information system research community offers a unique and valuable perspective on VR research, and that this capability represents a logical extension of the work in several IS research domains.
Learning Science in Immersive Virtual Reality
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine