TY - JOUR
T1 - Exploring the trends of educational virtual reality games
T2 - a systematic review of empirical studies
AU - Oyelere, Solomon Sunday
AU - Bouali, Nacir
AU - Kaliisa, Rogers
AU - Obaido, George
AU - Yunusa, Abdullahi Abubakar
AU - Jimoh, Ebunayo R.
N1 - Publisher Copyright:
© 2020, The Author(s).
PY - 2020/12/1
Y1 - 2020/12/1
N2 - Virtual 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.
AB - Virtual 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.
KW - Educational games
KW - Educational virtual reality games
KW - Systematic review
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85092795484&partnerID=8YFLogxK
U2 - 10.1186/s40561-020-00142-7
DO - 10.1186/s40561-020-00142-7
M3 - Review article
AN - SCOPUS:85092795484
VL - 7
JO - Smart learning environments
JF - Smart learning environments
SN - 2196-7091
IS - 1
M1 - 31
ER -