Applied Sciences,
Год журнала:
2025,
Номер
15(6), С. 3405 - 3405
Опубликована: Март 20, 2025
Background:
Integrating
serious
games
in
immersive
virtual
reality
(IVR)
enhances
university
physics
education
by
addressing
student
motivation
and
engagement
challenges.
Traditional
methods
often
fail
to
link
abstract
concepts
with
real-world
applications,
reducing
interest.
IVR
create
interactive
environments
that
dynamically
reinforce
complex
scientific
principles,
improving
learning
experiences.
Methodology:
A
pre-
post-experimental
design
was
conducted
17
Physics
1
students
from
Universidad
Tecnologica
de
Pereira
(UTP).
The
participants
were
assessed
before
engaging
“Parabolic
Basketball
VR”
measure
their
initial
understanding
of
projectile
motion.
After
gameplay,
post-intervention
evaluations
analyze
outcomes.
Results:
intervention
significantly
improved
students’
understanding,
scores
notably
higher.
Wilcoxon
signed-rank
test
(p
=
0.007,
Z
−2.687)
confirmed
a
substantial
increase
scores,
demonstrating
the
game’s
effectiveness
enhancing
conceptual
learning.
Conclusions:
effectively
motion
through
significant
improvements
observed
confirm
potential
integrating
well-designed
into
education,
suggesting
these
tools
can
enhance
both
theoretical
practical
application
concepts.
This
study
underscores
importance
aligning
educational
content
gameplay
achieve
objectives,
providing
valuable
approach
for
future
strategies
disciplines.
Electronics,
Год журнала:
2023,
Номер
12(13), С. 2832 - 2832
Опубликована: Июнь 26, 2023
In
the
field
of
education,
virtual
reality
(VR)
offers
learners
an
immersive
and
interactive
learning
experience,
allowing
them
to
comprehend
challenging
concepts
ideas
more
efficiently
effectively.
VR
technology
has
enabled
educators
develop
a
wide
range
experiences,
from
trips
complex
simulations,
that
may
be
utilized
engage
students
help
learn.
Learning
theories
approaches
are
essential
for
understanding
how
learn
design
effective
experiences.
This
study
examines
most
recent
published
findings
in
educational
connected
use
systems
tutoring
purposes.
Seventeen
research
studies
meet
search
criteria
have
been
found
database,
each
focuses
on
at
least
one
theory
or
approach
related
using
VR.
These
yielded
five
approaches,
methodology,
theoretical
framework,
which
presented
context
education.
include
constructivism
learning,
experiential
gamification
John
Dewey’s
by
doing,
flow
theory,
Cognitive
Theory
Multimedia
Learning,
thinking,
through
problem
solving,
scientific
discovery
social
constructivism,
cognitive
load
Technology
Pedagogical
Content
Knowledge
Framework
(TPACK).
A
major
finding
this
is
often
theory/method,
Experiential
appropriate
greatest
future
potential.
Computers & Education,
Год журнала:
2022,
Номер
195, С. 104701 - 104701
Опубликована: Дек. 20, 2022
To
investigate
how
learning
in
immersive
Virtual
Reality
was
designed
contemporary
educational
studies,
this
systematic
literature
review
identified
nine
design
features
and
analysed
219
empirical
studies
on
the
designs
of
activities
with
Reality.
Overall,
technological
for
physical
presence
were
more
readily
implemented
investigated
than
pedagogical
engagement.
Further
analysis
k-means
clustering
revealed
five
approaches
varying
levels
interactivity
openness
tasks,
from
watching
virtual
worlds
passively
to
responding
personalised
prompts.
Such
differences
appeared
stem
different
practical
priorities,
such
as
accessibility,
interactivity,
This
highlights
diversity
task
illustrates
researchers
are
navigating
concerns.
We
recommend
future
recognise
priorities
when
designing
evaluating
also
that
reviews
Reality-based
not
only
by
topics
or
learner
demographics,
but
experiences.
The International Journal of Management Education,
Год журнала:
2024,
Номер
22(1), С. 100932 - 100932
Опубликована: Янв. 12, 2024
ChatGPT,
an
artificial
intelligence
model,
has
garnered
significant
interest
within
education.
This
study
examined
public
sentiment
regarding
ChatGPT's
influence
on
education
by
utilizing
web
mining
and
natural
language
processing
(NLP)
techniques.
By
adopting
empirical
approach
leveraging
machine
learning
models
to
process
2003
articles,
the
extracts
valuable
insights.
The
results
indicate
that
ChatGPT
emerged
as
a
crucial
educational
tool,
offering
advantages
for
both
students
educators.
Notably,
emphasized
role
in
enhancing
students'
writing
abilities
fostering
dynamic,
interactive
environments.
capacity
address
broad
spectrum
of
questions
demonstrates
its
versatility
adaptability,
contributing
more
inclusive
personalized
experiences.
However,
also
uncovered
challenges
tied
academic
integrity,
such
plagiarism
cheating,
which
stem
from
incorporating
AI-driven
tools
like
into
raises
concerns
ethical
aspects,
including
responsible
AI
usage
data
privacy,
highlights
need
institutions
develop
guidelines
policies
tool
implementation
study's
findings
hold
theoretical
practical
implications
integrating
settings.
It
is
first
employ
NLP
techniques
analyze
opinions
impact
comprehensively.
Education and Information Technologies,
Год журнала:
2025,
Номер
unknown
Опубликована: Янв. 16, 2025
Abstract
As
virtual
reality
(VR)
and
augmented
(AR)
continue
to
become
popular,
there
remains
a
noticeable
gap
in
understanding
their
potential
for
enriching
science,
technology,
engineering,
mathematics
(STEM)
learning
among
K-12
students.
To
address
this
knowledge
gap,
study
systematically
reviewed
117
articles
published
from
2010
2022
on
the
basis
of
technology-based
model.
Following
PRISMA
systematic
review
method,
research
methods,
participants,
devices,
strategies,
advantages
challenges
each
article
were
coded
analyzed.
In
last
six
years
(i.e.,
2017–2022),
overall
number
studies
experienced
rapid
growth.
The
largest
focused
VR/AR-supported
science
learning,
followed
by
integrated
STEM
learning.
Smartphone/tablet-based
AR
was
most
widely
used
while
very
few
dedicated
immersive
devices.
Most
elementary
school
stage,
at
senior
high
schools
underexplored.
Studies
tended
measure
effectiveness
VR/AR
quantitative
methods.
Situated
task-based
game-based
strategies
include
positive
impact
individual
learners
teaching
processes.
contrast,
also
poses
series
learners,
teachers,
schools.
face
distractions,
decreased
efficiency
effectiveness,
diminished
inquiry
imagination,
operational
issues,
discomfort.
Teachers
encounter
difficulties
maintaining
classroom
control,
designing
activities,
acquiring
technical
competence,
adapting
new
role
facilitating
student-centered
Schools
grapple
with
costs,
inadequate
infrastructure,
lack
private
spaces,
privacy
concerns.
Based
our
findings,
we
propose
agendas
enrich
along
significant
implications
practitioners
effectively
intricate
implementation
fully
harness
its
potential.
Contemporary Educational Technology,
Год журнала:
2023,
Номер
15(2), С. ep407 - ep407
Опубликована: Янв. 31, 2023
Virtual
reality
(VR)
is
developing
in
line
with
the
establishment
of
learning
metaverse,
although
relationship
between
its
acceptance
and
technological
pedagogical
content
knowledge
(TPACK)
very
unclear.
Therefore,
this
study
aims
to
determine
effects
facility
condition
(FC),
model
(TAM),
TPACK
on
pre-service
teachers’
use
VR
Indonesian
science
education
courses.
This
emphasizes
description
these
readiness
designing
for
teaching
integration.
The
survey
was
conducted
using
406
preservice
teachers
from
12
universities,
confirmatory
factor
analysis
(CFA)
partial
least
square-structural
equation
(PLS-SEM)
subsequently
utilized.
results
showed
that
PU
(perceived
usefulness),
PEOU
ease
use),
behavior
Intention
(BI),
TPACK,
FC
were
significantly
positively
related.
However,
two
hypotheses
emphasizing
rejected.
These
are
expected
facilitate
easily
adopting
Technology Knowledge and Learning,
Год журнала:
2024,
Номер
29(2), С. 843 - 878
Опубликована: Янв. 5, 2024
Abstract
The
evolving
complexity
of
Virtual
Reality
(VR)
technologies
necessitates
an
in-depth
investigation
the
VR
features
and
their
specific
utility.
Although
is
utilized
across
various
skill-training
applications,
its
successful
deployment
depends
on
both
technical
maturity
context-specific
suitability.
A
comprehensive
understanding
advanced
features,
experiential,
prospective
impact
designated
learning
outcomes,
application
appropriate
assessment
methodologies
essential
for
effective
utilization
technologies.
This
systematic
literature
review
explored
inherent
associations
between
employed
in
professional
training
environments
outcomes.
Furthermore,
this
scrutinizes
techniques
to
gauge
effects
applications
scenarios.
Preferred
Reporting
Items
Systematic
Reviews
Meta-Analyses
(PRISMA)
method
was
used
systematically
select
50
empirical
studies
sourced
from
three
(03)
academic
databases.
analysis
these
articles
revealed
complex,
context-dependent
relationships
training,
with
a
pronounced
emphasis
skill-based
outcomes
over
cognitive
affective
ones.
also
highlights
predominantly
subjective
nature
methods
measure
training.
Additionally,
findings
call
further
exploration
novel
skill
contexts
encompassing
as
well
other
potential
external
factors
that
may
influence
VR.
Computers & Education,
Год журнала:
2024,
Номер
221, С. 105124 - 105124
Опубликована: Июль 26, 2024
Virtual
reality
(VR)
head-mounted
displays
(HMDs)
offer
an
immersive
learning
experience
that
could
replicate
real-life
training.
Our
review
identifies
and
critically
analyses
studies
of
interventions
designed
to
provide
procedural
training
via
these
media
test
outcomes
associated
with
interventions.
We
undertook
a
systematic
search
the
literature
published
between
January
2013
March
2023
related
using
HMDs.
methods
protocol
were
guided
by
PRISMA
framework.
Thirty-three
fulfilled
broader
inclusion
criteria,
while
23
fit
stricter
criteria
measuring
outcome.
Studies
categorized
into
three
broad
types:
design
or
usability
studies,
comparisons,
value-added
research.
Learning
environments
divided
360°
video
representations,
serious
games,
simulations.
included
knowledge
gain,
retention,
transfer.
A
subset
16
study
results
be
in
meta-analysis
show
significant
positive
medium
effect
size
overall
on
as
compared
less
environments.
Knowledge
transfer
largest
sizes.
highlights
richness
diversity
existing
studies.
find
strong
support
for
suggest
important
role
embodied
cognition
maximizing
outcomes.
However,
we
also
lack
consistency
intervention
design,
measured
outcomes,
terminology
among
In
future,
more
experimental
research
designs
similar
types
applications
outcome
measures
are
needed
rigorously
trends.
Journal of Media Psychology Theories Methods and Applications,
Год журнала:
2025,
Номер
37(2), С. 89 - 100
Опубликована: Апрель 1, 2025
Abstract:
While
the
application
of
virtual
reality
(VR)
and
mixed
(MR)
technologies
to
enhance
learning
motivation
in
science
education
remains
a
hot
topic
that
garners
significant
interest
from
scholars,
there
is
paucity
studies
addressing
whether
how
VR
or
MR
may
be
more
effective
motivating
students’
intention.
Accordingly,
current
study
investigates
distinctive
effects
on
intention
through
theoretical
lenses
plausibility
illusion
enjoyment.
Employing
within-subject
design
experiment
(
N
=
71),
research
explores
experience
solar
system,
either
via
headsets,
impact
learn
using
MR.
We
posited
sense
enjoyment
will
serially
mediate
XR
modality
(VR
vs.
MR)
Results
two-condition
within-subjects
mediation
analysis
confirmed
mediating
relationship
between
By
exploring
differences
structural
affordances
technologies,
this
provides
insights
into
understanding
roles
intentions.
Journal of Chemical Education,
Год журнала:
2023,
Номер
100(4), С. 1537 - 1546
Опубликована: Март 21, 2023
One
way
of
triggering
students'
interest
in
chemistry
is
making
education
more
meaningful.
Four
characteristics
meaningful
(MCE)
were
identified
projects
that
involved
a
redesign
curriculum
materials:
daily
life
context,
the
need-to-know
principle,
input,
and
macro–micro
connection.
Chemistry
has
struggled
with
implementation
learning.
A
possible
solution
might
be
use
immersive
virtual
reality
(IVR)
classrooms,
promising
tool
to
support
IVR
can
described
as
computer
simulation
provides
an
interactive
simulated
environment,
while
user
wears
head
mounted
display
experience
immersion
presence
environment.
The
aim
this
study
was
explore
features
MCE
at
secondary
school
level.
systematic
literature
search
done,
experts
consulted,
animation-
360°-IVR
lessons
designed
tested
classrooms.
Features
could
found
both
animation-IVR
were:
application
MCE,
necessity
storyboard,
difficulties
realizing
visualization,
positive
student
experiences.
These
used
design
future
MCE.
needing
careful
consideration
since
they
are
different
for
need
professional
designer,
degree
interactivity,
classroom
all
students
same
time.
IEEE Transactions on Learning Technologies,
Год журнала:
2023,
Номер
16(6), С. 1034 - 1044
Опубликована: Май 16, 2023
As
a
third-generation
Internet
form,
the
Metaverse
has
received
widespread
attention
for
its
spatio-temporal
expansion,
high
immersion,
sensory
extension,
and
human–computer
integration.
Considering
prospect
of
application
in
field
education,
series
studies
on
design
Education
frameworks
applications
have
sprung
up.
However,
there
is
no
consensus
technical
framework
Metaverse,
how
to
key
elements
still
an
outstanding
challenge.
In
this
article,
we
propose
novel
five-layer
guaranteed
by
management
incentives
mechanisms,
including
physical
layer,
data
computational
interaction
layer.
Moreover,
criteria
three
(virtual
avatars,
virtual
learning
resources,
teaching
scenarios)
are
presented,
as
well
modes.
Based
criteria,
develop
prototype
system
verify
feasibility
ease
use.
This
article
provides
practical
reference
development
applications,
facilitating
step
forward
standardization
Metaverse.