Abstract

Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. The reviewed articles were acquired by extracting key information from documents indexed in four scientific digital libraries, which were filtered systematically using exclusion, inclusion, semi-automatic, and manual methods. Our review emphasizes three key points: the current domain structure in terms of the learning contents, the VR design elements, and the learning theories, as a foundation for successful VR-based learning. The mapping was conducted between application domains and learning contents and between design elements and learning contents. Our analysis has uncovered several gaps in the application of VR in the higher education sphere—for instance, learning theories were not often considered in VR application development to assist and guide toward learning outcomes. Furthermore, the evaluation of educational VR applications has primarily focused on usability of the VR apps instead of learning outcomes and immersive VR has mostly been a part of experimental and development work rather than being applied regularly in actual teaching. Nevertheless, VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines. The identified gaps point toward unexplored regions of VR design for education, which could motivate future work in the field.

Highlights

  • Digital devices are being increasingly adopted for learning and education purposes (Zawacki-Richter & Latchem, 2018)

  • With our systematic mapping study, we aim to identify the current applications of immersive virtual reality (VR) in higher education

  • Our research aims to obtain an overview of the relationship between application domains and learning contents and between design elements and learning contents

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Summary

Introduction

Digital devices are being increasingly adopted for learning and education purposes (Zawacki-Richter & Latchem, 2018). This can be observed in the 1997–2006 period, when networked computers for collaborative learning were intensively used, and in the 2007–2016 period, when so-called online digital learning became widespread. During these two periods, people examined the Virtual reality (VR) technologies are actively being incorporated into education, teaching, and training in various application domains

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