Analysis  of the Teaching Effectiveness of Virtual Reality Technology in Higher Education

Authors

DOI:

https://doi.org/10.56294/sctconf20251274

Keywords:

Virtual Reality Technology, VR, Teaching Effectiveness, Higher Education, Tertiary Education, Technical Learning

Abstract

Virtual reality offers a more immediate and engaging educational experience for university students. By recreating real-world or even fantastical settings, learners can engage in training in a secure and hazard-free atmosphere, which is crucial for boosting their enthusiasm and practical skills. The introduction of VR into teaching has revolutionized the conventional educational approach, particularly through its interactive and immersive features, which have been a game-changer. VR surpasses traditional teaching by catering to personalized learning needs and encouraging proactive student inquiry and study. Empirical studies on teaching outcomes indicate that VR is highly effective in fields such as medical, engineering, management education, and physical education. In the medical field, VR can offer a highly realistic anatomical study environment, aiding students in acquiring intricate medical knowledge and techniques more effectively

References

[1] Aithal PS, Aithal S. Stakeholders’ Analysis of the Effect of Ubiquitous Education Technologies on Higher Education. International Journal of Applied Engineering and Management Letters. 2023;7(2):102-133. DOI: 10.1234/ijaeml.2023.102

[2] Al-Ansi AM, Jaboob M, Garad A, et al. Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open. 2023;8(1):100532. DOI: 10.1016/j.ssaho.2023.100532

[3] Bos D, Miller S, Bull E. Using virtual reality (VR) for teaching and learning in geography: fieldwork, analytical skills, and employability. Journal of Geography in Higher Education. 2022;46(3):479-488. DOI: 10.1080/03098265.2022.2043869

[4] Calvert J, Abadia R. Impact of immersing university and high school students in educational linear narratives using virtual reality technology. Computers & Education. 2020;159:104005. DOI: 10.1016/j.compedu.2020.104005

[5] Chernikova O, Heitzmann N, Stadler M, et al. Simulation-based learning in higher education: A meta-analysis. Review of Educational Research. 2020;90(4):499-541. DOI: 10.3102/0034654320933580

[6] Coban M, Bolat YI, Goksu I. The potential of immersive virtual reality to enhance learning: A meta-analysis. Educational Research Review. 2022;36:100452. DOI: 10.1016/j.edurev.2022.100452

[7] Crompton H, Bernacki M, Greene JA. Psychological foundations of emerging technologies for teaching and learning in higher education. Current Opinion in Psychology. 2020;36:101-105. DOI: 10.1016/j.copsyc.2020.06.010

[8] Dilmurod R, Fazliddin A. Prospects for the introduction of artificial intelligence technologies in higher education. ACADEMICIA: An International Multidisciplinary Research Journal. 2021;11(2):929-934. DOI: 10.5958/2249-7137.2021.00052.6

[9] Ding Y, Li Y, Cheng L. Application of Internet of Things and virtual reality technology in college physical education. IEEE Access. 2020;8:96065-96074. DOI: 10.1109/ACCESS.2020.2995979

[10] Fromm J, Radianti J, Wehking C, et al. More than experience?-On the unique opportunities of virtual reality to afford a holistic experiential learning cycle. The Internet and Higher Education. 2021;50:100804. DOI: 10.1016/j.iheduc.2020.100804

[11] González-Zamar MD, Abad-Segura E. Implications of virtual reality in arts education: Research analysis in the context of higher education. Education Sciences. 2020;10(9):225. DOI: 10.3390/educsci10090225

[12] Marks B, Thomas J. Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and Information Technologies. 2022;27(1):1287-1305. DOI: 10.1007/s10639-021-10683-5

[13] McGovern E, Moreira G, Luna-Nevarez C. An application of virtual reality in education: Can this technology enhance the quality of students’ learning experience? Journal of Education for Business. 2020;95(7):490-496. DOI: 10.1080/08832323.2020.1795779

[14] Ng E. Successful implementation of E-learning in self-financed Higher Education: Experience from Hong Kong. Journal of Educational Technology and Online Learning. 2020;3(1):91-107. DOI: 10.20448/jetol.v3i1.102

[15] Nicolaidou I, Pissas P, Boglou D. Comparing immersive virtual reality to mobile applications in foreign language learning in higher education: A quasi-experiment. Interactive Learning Environments. 2023;31(4):2001-2015. DOI: 10.1080/10494820.2021.1923854

[16] Ouyang F, Zheng L, Jiao P. Artificial intelligence in online higher education: A systematic review of empirical research from 2011 to 2020. Education and Information Technologies. 2022;27(6):7893-7925. DOI: 10.1007/s10639-022-10918-2

[17] Pellas N, Dengel A, Christopoulos A. A scoping review of immersive virtual reality in STEM education. IEEE Transactions on Learning Technologies. 2020;13(4):748-761. DOI: 10.1109/TLT.2020.2970827

[18] Pirker J, Dengel A. The potential of 360 virtual reality videos and real VR for education—a literature review. IEEE Computer Graphics and Applications. 2021;41(4):76-89. DOI: 10.1109/MCG.2021.3072787

[19] Prakash A, Haque A, Islam F, et al. Exploring the potential of metaverse for higher education: Opportunities, challenges, and implications. Metaverse: Basic and Applied Research. 2023;2:40-40. DOI: 10.3390/metaverse2010004

[20] Radianti J, Majchrzak TA, Fromm J, et al. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education. 2020;147:103778. DOI: 10.1016/j.compedu.2019.103778

[21] Salloum S, Al Marzouqi A, Alderbashi KY, et al. Sustainability model for the continuous intention to use metaverse technology in higher education: A case study from Oman. Sustainability. 2023;15(6):5257. DOI: 10.3390/su15065257

[22] Schott C, Marshall S. Virtual reality for experiential education: a user experience exploration. Australasian Journal of Educational Technology. 2021;37(1):96-110. DOI: 10.14742/ajet.5988

[23] Soto JB, Ocampo DT, Colon LB, et al. Perceptions of ImmerseMe virtual reality platform to improve English communicative skills in higher education. 2020. DOI: 10.13140/RG.2.2.20707.07207

[24] Veluvali P, Surisetti J. Learning management system for greater learner engagement in higher education—A review. Higher Education for the Future. 2022;9(1):107-121. DOI: 10.1177/23476311211056138

[25] Yu Z. A meta-analysis of the effect of virtual reality technology use in education. Interactive Learning Environments. 2023;31(8):4956-4976. DOI: 10.1080/10494820.2022.2053965

[26] Sze Seau L, Azman H. Introducing a responsive multimodal oral presentation pedagogy: Integrating TED videos with Web 2.0, collaborative learning and teacher feedback. RELC Journal. 2022;53(3):703-711. DOI: 10.1177/00336882211002403

[27] Su YQ, Lee SSJ, Su BL, et al. Digitizing Intangible Cultural Heritage in China: A Pedagogical Model for Innovation and Entrepreneurship Among New Media Art Students. In: International Conference on Human-Computer Interaction. Cham: Springer International Publishing. 2022:165-180. DOI: 10.1007/978-3-030-87338-8_16.

Downloads

Published

2025-01-01

How to Cite

1.
he xiangyu, Hoe Tan W. Analysis  of the Teaching Effectiveness of Virtual Reality Technology in Higher Education. Salud, Ciencia y Tecnología - Serie de Conferencias [Internet]. 2025 Jan. 1 [cited 2024 Dec. 1];4:1274. Available from: https://conferencias.ageditor.ar/index.php/sctconf/article/view/1274