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A literature review on immersive virtual reality in education: state of the art and perspectives

Michela Ott, +1 more
- Iss: 01, pp 133-141
TLDR
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.
Abstract
Since the first time the term "Virtual Reality" (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world. Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate places in the real or imagined worlds; the latter takes the idea even further by giving the perception of being physically present in the non-physical world. While non-immersive VR can be based on a standard computer, immersive VR is still evolving as the needed devices are becoming more user friendly and economically accessible. In the past, there was a major difficulty about using equipment such as a helmet with goggles, while now new devices are being developed to make usability better for the user. VR, which is based on three basic principles: Immersion, Interaction, and User involvement with the environment and narrative, offers a very high potential in education by making learning more motivating and engaging. Up to now, the use of immersive-VR in educational games has been limited due to high prices of the devices and their limited usability. Now new tools like the commercial "Oculus Rift", make it possible to access immersive-VR in lots of educational situations. This paper reports 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 (2013-14). It shows how VR in general, and immersive VR in particular, has been used mostly for adult training in special situations or for university students. It then focuses on the possible advantages and drawbacks of its use in education with reference to different classes of users like children and some kinds of cognitive disabilities (with particular reference to the Down syndrome). It concludes outlining strategies that could be carried out to verify these ideas.

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Citations
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Journal ArticleDOI

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

TL;DR: VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines, and several gaps point toward unexplored regions of VR design for education, which could motivate future work in the field.
Journal ArticleDOI

A review of the use of virtual reality head-mounted displays in education and training

TL;DR: 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.
Journal ArticleDOI

A review of immersive virtual reality serious games to enhance learning and training

TL;DR: This review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
Journal ArticleDOI

Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design

TL;DR: In this article, a systematic review examined experimental studies published since 2013, where quantitative learning outcomes using HMD-based I-VR were compared with less immersive pedagogical methods such as desktop computers and slideshows.
Journal ArticleDOI

Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls

TL;DR: The primary focus of this article is on the embodiment afforded by gesture in 3D for learning, and the new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned.
References
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Learning by doing and learning through play: an exploration of interactivity in virtual environments for children

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