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CIIDT 2021

A REVIEW ON THE APPLICATION OF VR TECHNOLOGY IN BASIC

EDUCATION

Ling Wu 1 , Kien Tsong Chau 1 and Wan Ahmad Jaafar Wan Yahaya 1

1 Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia

INTRODUCTION

The immersion, interactivity and imagination of Virtual Reality (VR) technology can provide

users with a brand-new feeling (Coiffet & Burdea, 2003). Recently, an increasing number of

specialists and scholars have examined the efficiency of VR applications in a variety of

educational contexts. It seems to be that virtual learning environments have emerged as a

potential instructional tool (Maas & Hughes, 2020; Merchant et al, 2014; Radianti et al., 2020;

Bonner, 2018). It reforms and innovates the education (Freina & Ott, 2015; Burdea, 2015;

Radianti et al, 2020). A check on the Scopus database reveals a rapid increase in the number

of publications combining learning, education, or training with VR. Among these, the literature

on VR is often not split into higher education and basic education (Hew & Cheung, 2010;

Merchant et al, 2014). For basic education, its objective is to educate students in primary,

middle and senior high schools between the ages of 6 and 18. VR is not extensively employed

in basic education. We observe a delayed start in research. Therefore, we initiated relevant

research by first categorizing empirical studies of VR technology in the field of basic education

from 2001 to 2020, as follows:

a. The development trend and characteristics of using VR technology in basic education.

b. Disparities in instructional equipment while using VR technology in basic education.

c. The characteristics of teaching contents in basic education through the use of VR

technology.

METHODS

The systems-type literature approach was used in this analysis:problem identification,

standard formulation, literature collection and retrieval, literature selection, data extraction,

research statistics, and writing the literature review (Evans, & Benefield, 2001). Firstly, the

database Scopus is the focus of this study, and the supplementary databases are JSTOR,

Elsevier, ERIC, IEEE, and SpringerLink, and the character search is carried out by keyword

combination. The subsequent step was more accurate deletion of these articles: (1) the articles

must be applied in the basic education stage (primary school, middle school and senior high

school), excluding special education, higher education, etc; (2) Articles must be empirical

research (qualitative, quantitative, mixed analysis, and design analysis), excluding articles of

review, conference and monograph. In accordance with the above basic selection principles,

Finally, 71 articles were identified.This analysis uses the literature codes to make quantitative

analysis and coding of all the selected basic educational VR literatures, which can be divided

into three perspectives: instructional overview, instructional equipment, and instructional

content.

RESULTS AND DISCUSSION

Among 71 empirical articles on basic education, the use of VR technology has reached two

peaks since 2001. The first peak was achieved in 2006, with VR semi-immersive learning

environments built on desktop computers. Secondly, with the continuous development of VR

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