Virtual vs. traditional learning in higher education: A systematic review of comparative studies

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Tommaso Santilli , Silvia Ceccacci , Maura Mengoni , Catia Giaconi
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引用次数: 0

Abstract

The evolving landscape of educational technologies has ushered Virtual Reality (VR) in the forefront of higher education. As the COVID-19 pandemic propelled a rapid shift toward e-learning, the demand for high-quality distance education has surged, prompting an exploration of VR as a viable solution. While existing research indicates that VR supports student engagement and learning experiences compared with traditional teaching methods, the lack of shared pedagogical frameworks and systematic analyses of its applications leaves a deeper investigation of VR's potentials and limitations in enhancing learning outcomes still unexplored. This paper presents a systematic literature review aimed at filling this gap by considering studies that evaluate VR-based teaching methods in comparison with traditional ones in higher education contexts in order to assess the strengths and weaknesses of this technology in improving students' learning outcomes and achieve inclusive education. The analysis focuses on a set of dimensions including the adopted research design, participants' characteristics, disciplinary field of application, VR technological features (i.e., immersivity, interactivity, operability, commercial availability, and presence of VR training), adopted teaching methodologies, assessed VR impact on learning outcomes and presence of studies involving students with disabilities or Specific Learning Disorders (SpLDs). Based on inclusion/exclusion criteria, a total of 71 studies of VR in higher education were analysed. Most of analysed studies employed quantitative methods (67%), while no qualitative studies were found. More than half of the studies were conducted with undergraduate students (61%). Most of the studies involved VR in STEM disciplines, with almost half of them concerning Health Sciences (45%). VR solutions were most frequently immersive (63%), predominantly using Oculus Rift and HTC Vive HMDs, interactive (59%), single-user (92%) and non-commercial (57%). Only a small portion of studies included a VR training in the research protocol (8%). Most of the studies compared lecture-based methodologies as control condition with active methodologies in the VR condition. Learning outcomes were positively influenced by immersivity, interactivity and active methodologies, although at different degrees. No study involved students with disabilities or SpLDs in the experimentation. By offering a multidimensional perspective on the application of VR in higher education contexts, the paper provides a valuable resource for educators, researchers, and policymakers navigating the dynamic intersection of VR and higher education.
高等教育中的虚拟学习与传统学习:比较研究的系统回顾
随着教育技术的不断发展,虚拟现实技术已成为高等教育的前沿技术。随着COVID-19大流行推动人们迅速转向电子学习,对高质量远程教育的需求激增,促使人们探索虚拟现实作为一种可行的解决方案。虽然现有的研究表明,与传统的教学方法相比,虚拟现实支持学生参与和学习体验,但缺乏共享的教学框架和对其应用的系统分析,使得虚拟现实在提高学习成果方面的潜力和局限性仍未得到更深入的研究。本文通过对基于虚拟现实的教学方法与传统教学方法在高等教育背景下的比较研究进行了系统的文献综述,旨在填补这一空白,以评估该技术在改善学生学习成果和实现全纳教育方面的优势和劣势。该分析侧重于一系列维度,包括采用的研究设计、参与者特征、学科应用领域、VR技术特征(即沉浸性、互动性、可操作性、商业可用性和VR培训的存在)、采用的教学方法、评估VR对学习成果的影响以及涉及残疾或特殊学习障碍(spld)学生的研究的存在。根据纳入/排除标准,共分析了71项高等教育中的虚拟现实研究。大多数分析研究采用定量方法(67%),未发现定性研究。超过一半的研究是在本科生中进行的(61%)。大多数研究涉及STEM学科的VR,其中近一半(45%)涉及健康科学。VR解决方案最常见的是沉浸式(63%),主要使用Oculus Rift和HTC Vive hmd,交互式(59%),单用户(92%)和非商业(57%)。只有一小部分研究在研究方案中包括虚拟现实培训(8%)。大多数研究比较了基于讲座的方法作为控制条件和主动方法在虚拟现实条件下。沉浸性、互动性和主动性学习方法对学习结果有积极影响,但影响程度不同。实验中没有涉及残疾学生或特殊障碍学生的研究。通过对虚拟现实在高等教育中的应用提供多维视角,本文为教育工作者、研究人员和政策制定者在虚拟现实与高等教育的动态交叉点上导航提供了宝贵的资源。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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