How Are Researchers Evaluating the Effectiveness of Educational VR Applications and What Outcomes Are They Obtaining? A Systematic Literature Review

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2025-02-25 DOI:10.1002/cav.70012
Mauricio Vásquez-Carbonell, Juan C. Torres
{"title":"How Are Researchers Evaluating the Effectiveness of Educational VR Applications and What Outcomes Are They Obtaining? A Systematic Literature Review","authors":"Mauricio Vásquez-Carbonell,&nbsp;Juan C. Torres","doi":"10.1002/cav.70012","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>Virtual environments in education offer numerous benefits, as shown by the growing volume of scientific research. However, understanding the effectiveness of VR applications, and evaluating study outcomes is imperative. To explore this further, a Systematic Literature Review was conducted, revealing various methods for evaluating the effectiveness of VR applications; however, questionnaires emerged as the most used approach. Outcome analysis suggests that traditional teaching methods can be as effective as VR, though this technology shows potential in stimulating cognitive and motor skills, with positive results in motivation and engagement. Cognitive load generated by information in Virtual Environment and Cybersickness are common issues, and long-term impact and information on VR software development remain almost underexplored. These findings highlight the need for rigorous validation of VR in education, particularly to establish its long-term benefits and usability.</p>\n </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2025-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.70012","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

Virtual environments in education offer numerous benefits, as shown by the growing volume of scientific research. However, understanding the effectiveness of VR applications, and evaluating study outcomes is imperative. To explore this further, a Systematic Literature Review was conducted, revealing various methods for evaluating the effectiveness of VR applications; however, questionnaires emerged as the most used approach. Outcome analysis suggests that traditional teaching methods can be as effective as VR, though this technology shows potential in stimulating cognitive and motor skills, with positive results in motivation and engagement. Cognitive load generated by information in Virtual Environment and Cybersickness are common issues, and long-term impact and information on VR software development remain almost underexplored. These findings highlight the need for rigorous validation of VR in education, particularly to establish its long-term benefits and usability.

Abstract Image

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
求助全文
约1分钟内获得全文 去求助
来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
期刊最新文献
Optimizing Reinforcement Learning Agents in Games Using Curriculum Learning and Reward Shaping How Are Researchers Evaluating the Effectiveness of Educational VR Applications and What Outcomes Are They Obtaining? A Systematic Literature Review Customizing Avatars to Enable No-Code Telerehabilitation Movement Therapy Augmented Reality-Based Interactive Scheme for Robot-Assisted Percutaneous Renal Puncture Navigation Advanced Gesture Recognition Method Based on Fractional Fourier Transform and Relevance Vector Machine for Smart Home Appliances
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1