Abstract
AbstractVirtual Reality (VR) and educational games are emerging technologies mediating a rapid transformation in the educational world. However, few studies have systematically analyzed Educational Virtual Reality Games (EVRGs) and how they have been applied in educational settings. This study reviewed 31 articles published in high impact journals and educational conference proceedings to unravel the technological, pedagogical, and gaming characteristics of contemporary EVRGs. The results show the predominance of Oculus Rift headsets and HTC Vive as the main technology used in EVRGs. Moreover, the analysis revealed that the pedagogical application of the majority of EVRGs was developed for all levels of education (e.g. tertiary, K-12, lifelong learning), with the specific target audience of each game based on the desired learning outcome. Furthermore, the application of EVRGs has primarily focused on out of class use, with healthcare education topics dominating the topics taught using EVRGs. Based on our findings, we highlight some key implications and suggestions to advance the field of EVRGs.
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Education
Reference75 articles.
1. Aggarwal, R., Black, S. A., Hance, J. R., Darzi, A., & Cheshire, N. J. W. (2006). Virtual reality simulation training can improve inexperienced surgeons’ endovascular skills. European Journal of Vascular and Endovascular Surgery, 31(6), 588–593.
2. Alazba, A., Al-Khalifa, H., & AlSobayel, H. (2018). A proposed game for promoting physical activities among people with low back pain using virtual reality. In Proc. 11th PErvasive technologies related to assistive environments conference (PETRA '18), (pp. 141–144). New York: ACM. https://doi.org/10.1145/3197768.3197780.
3. Alexander, B., Ashford-Rowe, K., Barajas-Muphy, N., Dobbin, G., Knott, J., & Mccormack, M. (2019). Educase horizon report. Louisville: EDUCAUSE, Higher Education Edition https://library.educause.edu/resources/2019/4/2019-horizon-report.
4. Alrehaili, E. A. (2018). A Virtual reality role-playing serious game for experiential learning. (Master thesis), University of Ottawa. https://doi.org/10.20381/ruor-22159.
5. Amal, A., Hend, A., & Hana, A. (2018). A proposed game for promoting physical activities among people with low back pain using virtual reality. In Proceedings of the 11th PErvasive technologies related to assistive environments conference (PETRA '18). New York: ACM.
Cited by
65 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献