A Review of Virtual Reality Applications in an Educational Domain
Autor: | Mohd Ezanee Bin Rsuli, Azmi Mohd Yusof, Ragad M. Tawafak, Ghaliya Al Farsi, Sohail Iqbal Malik, Awanis Romli, Jasiya Jabbar |
---|---|
Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: |
Higher education
Multimedia Computer Networks and Communications business.industry Computer science Process (engineering) virtual reality higher education learning environment student performance Learning environment Scopus Virtual Reality Usability TK5101-6720 Virtual reality Technology development Higher Education computer.software_genre Computer Science Applications Domain (software engineering) student performance Telecommunication business computer |
Zdroj: | International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 22 (2021); pp. 99-110 International Journal of Interactive Mobile Technologies, Vol 15, Iss 22, Pp 99-110 (2021) |
ISSN: | 2381-3652 1865-7923 |
Popis: | The use of virtual reality (VR) applications has grown tremendously in recent years. This paper focuses on the review of existing virtual reality applications in higher educational institutions. The VR applications are still not widely used although it helps students in their learning process and enhances their performance. Moreover, some factors which lead to the limited use of virtual reality are lack of communication, delay in technology development, and weak acquisition of knowledge etc. This paper provides a comprehensive overview of virtual reality applications in educational institutions. The reviewed articles are taken from databases such as Science Direct, Ebscohost, and Scopus. Furthermore, the reviewed eighteen articles are published between 2016 and 2021. The study analyzed the reviewed articles based on different factors such as fields, purpose, targets, methods, citations, factors and limitations. The findings revealed that virtual reality applications can play an important role in the education domain. The reviewed articles highlighted the significant contribution of virtual reality applications in the education domain and their impact on the students' performance. Moreover, the study revealed the important factors used in VR environments such as ease of use, efficiency, interactive environments, effectiveness, and learning environments. |
Databáze: | OpenAIRE |
Externí odkaz: |