Educational Technology - A special issue on developing, applying, and evaluating the new Multimedia
Design for multimedia learning
Design for multimedia learning
Students‘ Attitudes Towards Educational Virtual Environments
Education and Information Technologies
Perfect presence: What does this mean for the design of virtual learning environments?
Education and Information Technologies
EIKON: Teaching a high-school technology course with the aid of virtual reality
Education and Information Technologies
Education and Information Technologies
The Round Earth Project-Collaborative VR for Conceptual Learning
IEEE Computer Graphics and Applications
In search of presence: a systematic evaluation of evolving VLEs
Presence: Teleoperators and Virtual Environments
Does ICT contribute to powerful learning environments in primary education?
Computers & Education
Designing agents to support learning by explaining
Computers & Education
Learning and Building Together in an Immersive Virtual World
Presence: Teleoperators and Virtual Environments
Structured Evaluation of Virtual Environments for Special-Needs Education
Presence: Teleoperators and Virtual Environments
Student-Built Virtual Environments
Presence: Teleoperators and Virtual Environments
A Model for Understanding How Virtual Reality Aids Complex Conceptual Learning
Presence: Teleoperators and Virtual Environments
The Educational Value of an Information-Rich Virtual Environment
Presence: Teleoperators and Virtual Environments
Foundation for the Study of Computer-Supported Collaborative Learning Requiring Immersive Presence
Journal of Management Information Systems
Virtual Reality
Full immersive virtual environment CAVETM in chemistry education
Computers & Education
Studying Native American Culture in an Immersive Virtual Environment
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
A haptic virtual environment for molecular chemistry education
Transactions on edutainment I
Designing a Collaborative Learning Activity in Second Life - An Exploratory Study in Physics
ICALT '10 Proceedings of the 2010 10th IEEE International Conference on Advanced Learning Technologies
The experiment of improving students' spatial ability by using VGLS
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Using olfactive virtual environments for learning organic molecules
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Second Life as a support element for learning electronic related subjects: A real case
Computers & Education
V3S, a virtual environment for risk management training
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Synchronous learning best practices: An action research study
Computers & Education
Parametric virtual laboratory development: A hydropower case study with student perspectives
Advances in Engineering Software
Evaluating landmark attraction model in collaborative wayfinding in virtual learning environments
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
Recognition of student intentions in a virtual reality training environment
Proceedings of the companion publication of the 19th international conference on Intelligent User Interfaces
Hi-index | 0.00 |
This study is a ten-year critical review of empirical research on the educational applications of Virtual Reality (VR). Results show that although the majority of the 53 reviewed articles refer to science and mathematics, researchers from social sciences also seem to appreciate the educational value of VR and incorporate their learning goals in Educational Virtual Environments (EVEs). Although VR supports multisensory interaction channels, visual representations predominate. Few are the studies that incorporate intuitive interactivity, indicating a research trend in this direction. Few are the settings that use immersive EVEs reporting positive results on users' attitudes and learning outcomes, indicating that there is a need for further research on the capabilities of such systems. Features of VR that contribute to learning such as first order experiences, natural semantics, size, transduction, reification, autonomy and presence are exploited according to the educational context and content. Presence seems to play an important role in learning and it is a subject needing further and intensive studies. Constructivism seems to be the theoretical model the majority of the EVEs are based on. The studies present real world, authentic tasks that enable context and content dependent knowledge construction. They also provide multiple representations of reality by representing the natural complexity of the world. Findings show that collaboration and social negotiation are not only limited to the participants of an EVE, but exist between participants and avatars, offering a new dimension to computer assisted learning. Little can yet be concluded regarding the retention of the knowledge acquired in EVEs. Longitudinal studies are necessary, and we believe that the main outcome of this study is the future research perspectives it brings to light.