{"title":"A systematic review of google cardboard used in education","authors":"Zilin Wang, Moon-Tong Chan","doi":"10.1016/j.cexr.2023.100046","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100046","url":null,"abstract":"<div><p>Google Cardboard (GC) has emerged as an affordable and user-friendly virtual reality (VR) viewer with significant potential as a pedagogical tool in educational settings. This article presents a systematic review of 35 empirical studies that investigate the application of GC as a VR technology for educational purposes. The review examines various aspects including the teaching subjects, educational levels, mobile applications, operating systems, advantages, and challenges associated with GC implementation, and identifies key areas for future research. The findings highlight that GC offers an accessible and user-friendly VR experience, making it well-suited for most of educational contexts. Its compatibility with both Android and iOS operating systems, along with its ability to motivate learners and facilitate immersive learning experiences, are notable advantages. However, challenges related to display quality, screen refresh rate, cybersickness, and technical issues must be addressed to maximize the effectiveness of GC. Furthermore, the review implicates that providing adequate training and support to users, developing pedagogical frameworks, and exploring subject-specific applications are crucial for successful integration into educational practices. Future research directions involve enhancing user experience, establishing comprehensive guidelines, improving user training and support mechanisms, investigating subject-specific benefits, and evaluating the long-term effects and learning outcomes associated with GC implementation.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"4 ","pages":"Article 100046"},"PeriodicalIF":0.0,"publicationDate":"2023-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000405/pdfft?md5=b1784f099e4f9b8eb2a7522f3fadce3e&pid=1-s2.0-S2949678023000405-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138480562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yiming Luo , Shuling Sun , Yihong Wang , Di Wu , Yuanbing Ouyang , Yushi Li , Yushan Pan
{"title":"Designing a virtual reality-support for the thesis supervision meetings: A case of a Sino-British international university in China","authors":"Yiming Luo , Shuling Sun , Yihong Wang , Di Wu , Yuanbing Ouyang , Yushi Li , Yushan Pan","doi":"10.1016/j.cexr.2023.100047","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100047","url":null,"abstract":"<div><p>Thesis supervision is a crucial teaching activity in higher education that plays a vital role in assisting students in completing their studies. The outbreak of COVID-19 has necessitated the transitionto remote, synchronous interactions for supervising academic papers. However, existing tools for conducting these remote sessions often fall short of meeting the requirements of both teachers and students. This paper focuses on an investigation into the utilization of virtual reality (VR) technology for conducting remote thesis supervision meetings at Xi'an Jiaotong-Liverpool University (XJTLU), a Sino-British institution located in Suzhou, China. Through a year-long qualitative inquiry involving two teachers and five students who participated in the project both in Liverpool and Suzhou, this research examines how actual collaborative work is conducted during remote supervision via a research-developed tool. The results of this study emphasize the need for improvements in the current design to better align with the practical requirements of teachers and students during such meetings. Furthermore, this research provides insights into the design considerations for VR applications tailored to specific use cases and offers a set of implementation details to guide the development of VR-based remote collaboration tools for thesis supervision meetings.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100047"},"PeriodicalIF":0.0,"publicationDate":"2023-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000417/pdfft?md5=6617bd4796df76a09df017c0702a42ff&pid=1-s2.0-S2949678023000417-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138454025","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Owolabi Paul Adelana , Musa Adekunle Ayanwale , Adebayo Monsur Ishola , Adekunle Ibrahim Oladejo , Habeeb Omoponle Adewuyi
{"title":"Exploring pre-service teachers’ intention to use virtual reality: A mixed method approach","authors":"Owolabi Paul Adelana , Musa Adekunle Ayanwale , Adebayo Monsur Ishola , Adekunle Ibrahim Oladejo , Habeeb Omoponle Adewuyi","doi":"10.1016/j.cexr.2023.100045","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100045","url":null,"abstract":"<div><p>Despite the increasing integration of virtual reality (VR) into classrooms globally, there is a dearth of empirical evidence concerning perceptions and behavioural intentions of pre-service teachers to employ the technology in Nigerian classrooms, particularly within the Technology Acceptance Model (TAM) framework. Consequently, this study examines pre-service perceptions and behavioural intentions to use VR. To accomplish this objective, we engaged pre-service teachers who voluntarily participated in this study by filling out an online survey for data collection. Quantitative and qualitative data were collected and analyzed using variance-based structural equation modelling, SmartPLS, and Atlas.ti, respectively. This data triangulation provided a comprehensive understanding of pre-service teachers' perceptions and behavioural intentions to use VR. Our findings, among others, reveal that perceived usefulness strongly predicts pre-service teachers' readiness and behavioural intention to use VR. This finding contributes to the ongoing discourse on how teachers, particularly trainee teachers, make decisions to integrate emerging technologies like VR in their classrooms, thereby offering valuable insights for policy formulation to enhance teacher training programs, especially regarding technology integration in Nigerian classrooms. It also emphasizes the importance of equipping teachers to address challenges related to adopting innovative technologies.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100045"},"PeriodicalIF":0.0,"publicationDate":"2023-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000399/pdfft?md5=c9c4d5d5d3117e0e5ed10aa35b6914dc&pid=1-s2.0-S2949678023000399-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138439401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards participatory activities with augmented reality for cultural heritage: A literature review","authors":"Cátia Silva, Nelson Zagalo, Mário Vairinhos","doi":"10.1016/j.cexr.2023.100044","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100044","url":null,"abstract":"<div><p>The preservation of cultural heritage is a basilar to support the feeling of identity and community. In this context, cultural tourism emerges as an effective strategy that, when combined with participatory activities, may increment tourist perceptions, contributing simultaneously to the acquisition of knowledge associated with cultural heritage. This literature review aimed to explore how mobile augmented reality applications using games, narrative, or craft design and convey knowledge associated with the cultural heritage of a particular place. In addition, it was intended to understand how their evaluation protocol is administered, as well as how can this genre of applications influence the tourist experience. The literature search was operationalized in the Scopus, Web of Science and ACM Digital Library electronic databases and used studies from 2018 until November 16, 2022. In total, 16 studies were analyzed in this literature review. The results demonstrate that the integration of game, narrative, and craft in augmented reality mobile applications for cultural heritage is diverse, with narrative being the most prevalent. Regarding how the evaluation phase is conducted, despite using each study using different protocols, the data collection instruments can be patterned, highlighting the use of independent questionnaires and scales. Nevertheless, the findings of this literature review suggest that augmented reality mobile applications with participatory activities can positively influence the touristic experience, constituting a powerful element of engagement and immersion, guaranteeing that some creative and technical aspects are ensured.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100044"},"PeriodicalIF":0.0,"publicationDate":"2023-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000387/pdfft?md5=56ce36128e88de2fa1d8e5319621baea&pid=1-s2.0-S2949678023000387-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138136191","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yongxin Hang , Huiqing Wang , Zihan Sang , Rong Huang, Li Ye
{"title":"The impact of mixed reality serious games on mortise and tenon learning in college students","authors":"Yongxin Hang , Huiqing Wang , Zihan Sang , Rong Huang, Li Ye","doi":"10.1016/j.cexr.2023.100042","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100042","url":null,"abstract":"<div><p>As an intangible cultural heritage, traditional handicrafts are significant in artistic education. Due to limited approaches to communicating traditional handicrafts and appreciating content, it cannot be easy to carry out effective skill inheritance in an art education situation in a modern teaching environment. This study uses mixed reality technology to develop a serious game for learning traditional handicrafts. The objective is to improve students' attitudes by promoting a digital teaching environment. This research uses traditional Chinese mortise and tenon joints for the case study. The effects of serious games using MR technology and traditional teaching methods were compared through quasi-experiments on students' academic performance, learning motivation and situational interest. The results show that serious games can have advantages in acquiring and retaining knowledge, stimulating students' learning motivation and situational interest. This study aims to support cultural heritage education methods.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100042"},"PeriodicalIF":0.0,"publicationDate":"2023-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000363/pdfft?md5=8c849c75b149676d4947c96cc9a62f6c&pid=1-s2.0-S2949678023000363-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"92025803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maximilian C. Fink, Volker Eisenlauer, Bernhard Ertl
{"title":"What variables are connected with system usability and satisfaction? Results from an educational virtual reality field trip","authors":"Maximilian C. Fink, Volker Eisenlauer, Bernhard Ertl","doi":"10.1016/j.cexr.2023.100043","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100043","url":null,"abstract":"<div><p>Exploring the usability of educational virtual reality (VR) is essential. Research in this area can explain the adoption of VR as a new technology, contribute to examining paths toward effective learning, and provide recommendations for effective educational design. This study investigated usability in a sample of <em>N</em> = 64 university students learning about simplified construction engineering topics from an interactive VR field trip. Two research objectives were pursued. First, the level of achieved usability was examined using a mixed-methods approach, including data from semi-structured interviews and a survey on system usability and satisfaction. Second, the relationships between several connected variables (ease of use, usefulness, presence, and cognitive load) and system usability and satisfaction were investigated quantitatively. With respect to the first research objective, system usability and satisfaction were evaluated positively in the interviews and rated highly in the surveys. These results indicate that VR field trips, which are increasingly replacing excursions, are regarded as an appropriate instructional method. Concerning the second research objective, ease of use, usefulness, presence, and extraneous load were found to predict system usability. Further, the factors of usefulness, presence, and intrinsic cognitive load helped explain the variance in satisfaction. These findings highlight that the variables connected to system usability and satisfaction in VR learning vary. In addition to these and other theoretical implications, practical implications and recommendations for educational design are discussed.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100043"},"PeriodicalIF":0.0,"publicationDate":"2023-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000375/pdfft?md5=5307b306a02f872d2a25e190e9a7da9d&pid=1-s2.0-S2949678023000375-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"92067835","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Through the lens of artificial intelligence: A novel study of spherical video-based virtual reality usage in autism and neurotypical participants","authors":"Matthew Schmidt , Noah Glaser , Heath Palmer , Carla Schmidt , Wanli Xing","doi":"10.1016/j.cexr.2023.100041","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100041","url":null,"abstract":"<div><p>The current study explores the use of computer vision and artificial intelligence (AI) methods for analyzing 360-degree spherical video-based virtual reality (SVVR) data. The study aimed to explore the potential of AI, computer vision, and machine learning methods (including entropy analysis, Markov chain analysis, and sequential pattern mining), in extracting salient information from SVVR video data. The research questions focused on differences and distinguishing characteristics of autistic and neurotypical usage characteristics in terms of behavior sequences, object associations, and common patterns, and the extent to which the predictability and variability of findings might distinguish the two participant groups and provide provisional insights into the dynamics of their usage behaviors. Findings from entropy analysis suggest the neurotypical group showed greater homogeneity and predictability, and the autistic group displayed significant heterogeneity and variability in behavior. Results from the Markov Chains analysis revealed distinct engagement patterns, with autistic participants exhibiting a wide range of transition probabilities, suggesting varied SVVR engagement strategies, and with the neurotypical group demonstrating more predictable behaviors. Sequential pattern mining results indicated that the autistic group engaged with a broader spectrum of classes within the SVVR environment, hinting at their attraction to a diverse set of stimuli. This research provides a preliminary foundation for future studies in this area, as well as practical implications for designing effective SVVR learning interventions for autistic individuals.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100041"},"PeriodicalIF":0.0,"publicationDate":"2023-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49765430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Communicating engineering heritage through immersive technology: A VR framework for enhancing users' interpretation process in virtual immersive environments","authors":"Saif Alatrash , Sylvester Arnab , Kaja Antlej","doi":"10.1016/j.cexr.2023.100040","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100040","url":null,"abstract":"<div><p>The recent advancement in immersive technologies opens up opportunities for the way individuals perceive and engage with information in public spaces to be innovated. This article discusses a study that investigates the application of Virtual Reality (VR) as an instrument for communicating engineering heritage in museum environments with the aim to enhance visitor experience. The study adopted Shannon’s communication theory as the main principle for contextualising heritage objects within virtual environments. This approach can benefit curators in informing the way the intended meaning, value, and context behind museum artefacts to be delivered through visual narratives and aesthetics. In this study, three VR scenarios have been developed using the Unreal engine to investigate the aspects of learning, interaction, and immersion during the virtual experience. One-way ANOVA approach was used to determine the significant differences between the proposed factors in the study. The study found that the absence of interaction in the immersive scenario reduced the mean score leading to a lack of constructive guidance during navigation. Whereas using Gamified and narrated approaches significantly increased the mean value of the participants compared to the control group. While many researchers argue that the utilisation of VR could improve the users’ level of presence, the study outcomes suggest that there are certain conditions that should be structured during the development process to facilitate better engagement with virtual content. To achieve these conditions, gamification and storytelling strategies have been found to be effective in delivering an interactive immersive experience for engaging with heritage artefacts and contents.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100040"},"PeriodicalIF":0.0,"publicationDate":"2023-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49765458","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jina Kim , Behdin Nowrouzi-Kia , Emily S. Ho , Heather Thomson , Andrea Duncan
{"title":"Appraising occupational therapy students' perceptions of virtual reality as a pedagogical innovation","authors":"Jina Kim , Behdin Nowrouzi-Kia , Emily S. Ho , Heather Thomson , Andrea Duncan","doi":"10.1016/j.cexr.2023.100039","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100039","url":null,"abstract":"<div><p>Virtual reality (VR) offers a forum for a person to immerse themselves in an artificial world. Despite the emergence of VR as a teaching tool, a strong base to understand the pedagogical impact of VR within post-secondary education is absent. Furthermore, there is minimal literature on how VR can be used pedagogically with medical and rehabilitation professional students. This pilot research project sought to answer “how do students perceive that VR should be used within occupational therapy curricula after trialling a variety of educational modules?” Study participants were Masters of Occupational Therapy Students who trialed four different educational modules using four different technological solutions. After each trial they completed a questionnaire specific to the learning and then completed an overall survey about how VR should be considered for future use in the curriculum. Findings showcased that students preferred a higher level of immersion and interaction. They showed less preference for the lower technological and less immersive learning opportunities. Students shared that they would welcome VR solutions to learn about assessment, anatomy and musculoskeletal function, neuroanatomy and neurological foundations and for cases as a preparation for clinical fieldwork experiences. Future research is required to evaluate the impact of a larger scale roll out of specific learning approaches.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100039"},"PeriodicalIF":0.0,"publicationDate":"2023-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49767329","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sara Khorasani , Brandon Victor Syiem , Sadia Nawaz , Jarrod Knibbe , Eduardo Velloso
{"title":"Hands-on or hands-off: Deciphering the impact of interactivity on embodied learning in VR","authors":"Sara Khorasani , Brandon Victor Syiem , Sadia Nawaz , Jarrod Knibbe , Eduardo Velloso","doi":"10.1016/j.cexr.2023.100037","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100037","url":null,"abstract":"<div><p>Studies suggest that Sense of Embodiment (SoE) enabled by VR promotes embodied and active learning. However, it is unclear what features of VR learning environments tap into the concept of embodied learning. For example, interaction techniques, movement and purely observational scenarios in VR can all play a role in facilitating embodied learning. To understand how these mechanisms impact learning, we conducted 2 studies with a total of 64 participants who had no prior experience in the training task. Participants were taught how to use a table saw in 4 conditions and were tested on their task performance in a fully interactive VR assessment. The conditions were analyzed in pairs; 2 conditions with different interaction techniques, 2 conditions with differing ability to move and a cross-study analysis comparing conditions with purely observational learning to interactive learning. We used a mixed methods approach; Analysis of Variance (ANOVA), pairwise comparison of the learning outcomes in each condition as well as thematic analysis of the interview results. We found that some types of “hands-on” interactions can have a detrimental impact on learning and that observational learning can be as impactful as a fully interactive experience. Based on participant interviews, we explored how these mechanisms of the learning environment can impact participants’ learning ability.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100037"},"PeriodicalIF":0.0,"publicationDate":"2023-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}