Abstract

This bibliometric study examines the overall research trends and productivity in the field of virtual reality (VR) in higher education. Bibliometric data were retrieved from Scopus databases. The findings suggest a rising trend in terms of citations and publications showing increased interest in the VR domain have been seen during the last few decades. The year in which the most citations of this type occurred was 2009, in which 1913 citations were recorded, whereas 2019 was the most productive year, as 127 documents on this subject were published in that year. The data analysis revealed that all the top ten researchers belong to Australia. Further, the top three researchers (Gregory S., Lee, M.J.W., and Wood, D.), countries (United States, the United Kingdom, and Australia), organizations (Charles Sturt University, Queensland University of Technology, and University of New England, Australia), journals (Computers and Education, International Journal of Emerging Technologies in Learning, and Journal of Surgical Education) and collaborations (Australia and New Zealand, United States and the United Kingdom, and Australia and the United Kingdom) belong to developed countries. Virtual reality, virtual worlds, augmented reality, e-learning, and simulations are the top keywords used in the VR domain. The thematic evolution of the keyword shows the importance of “Virtual Reality” as a keyword throughout the 27 years of its existence (1994–2020). Furthermore, the main finding of the study is the interdisciplinary nature of the VR domain, which extends from the field of computer sciences to other disciplines.

Highlights

  • IntroductionThe use of virtual reality (VR) for a diverse range of educational purposes went through many stages of acceptance and rejection [2]

  • The present study focuses only on higher education and includes all disciplines in order to present a holistic view of the use of virtual reality (VR) at a higher education level

  • The present study aims to explore research productivity, international collaborations, top universities and authors, citations and journal impact, keywords, and the thematic evolution of VR research in higher education over the last 27 years (1994–2020)

Read more

Summary

Introduction

The use of VR for a diverse range of educational purposes went through many stages of acceptance and rejection [2]. It emerged in the shape of arcade games in 1991 [3], which were discontinued in 1993 [4]. Following this pursuit, many VR gaming software (such as the Virtual Boy [3]) came into light and disappeared.

Methods
Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call