Nesse van der Meer, Vivian Van Der Werf, Willem-Paul Brinkman, M. Specht
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Method: Two scientific databases—Scopus and Web of Science—were used for this review. Following the PRISMA method, a total of 139 articles were analyzed. Reliability of this selection process was assessed using five additional coders. A taxonomy was used to classify these articles. Another coder was used to assess the reliability of the primary coder before this taxonomy was applied to the selected articles Results: Based on the literature reviewed, skills and competences developed are divided into five categories. Educational fields and domains seem interested in Virtual Reality for Collaborative Learning because of a need for innovation, communities and remote socialization and collaboration between learners. Systems primarily use monitor-based Virtual Reality and mouse-and-keyboard controls. A general optimism is visible regarding the use of Virtual Reality to support and enhance Collaborative Learning Conclusion: Five distinct affordances of Virtual Reality for Collaborative Learning are identified: it 1) is an efficient tool to engage and motivate learners, 2) supports distance learning and remote collaboration, 3) provides multi- and interdisciplinary spaces for both learning and collaborating, 4) helps develop social skills and 5) suits Collaborative Learning-related paradigms and approaches. Overall, the reviewed literature suggests Virtual Reality to be an effective tool for the support and enhancement of Collaborative Learning, though further research is necessary to establish pedagogies.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":3.2000,"publicationDate":"2023-05-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Virtual reality and collaborative learning: a systematic literature review\",\"authors\":\"Nesse van der Meer, Vivian Van Der Werf, Willem-Paul Brinkman, M. Specht\",\"doi\":\"10.3389/frvir.2023.1159905\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Background: While research on Virtual Reality’s potential for education continues to advance, research on its support for Collaborative Learning is small in scope. With remote collaboration and distance learning becoming increasingly relevant for education (especially since the COVID-19 pandemic), an understanding of Virtual Reality’s potential for Collaborative Learning is of importance. To establish how this immersive technology can support and enhance collaboration between learners, this systematic literature review analyses scientific research on Virtual Reality for Collaborative Learning with the intention to identify 1) skills and competences trained, 2) domains and disciplines addressed, 3) systems used and 4) empirical knowledge established. Method: Two scientific databases—Scopus and Web of Science—were used for this review. Following the PRISMA method, a total of 139 articles were analyzed. Reliability of this selection process was assessed using five additional coders. A taxonomy was used to classify these articles. Another coder was used to assess the reliability of the primary coder before this taxonomy was applied to the selected articles Results: Based on the literature reviewed, skills and competences developed are divided into five categories. Educational fields and domains seem interested in Virtual Reality for Collaborative Learning because of a need for innovation, communities and remote socialization and collaboration between learners. Systems primarily use monitor-based Virtual Reality and mouse-and-keyboard controls. A general optimism is visible regarding the use of Virtual Reality to support and enhance Collaborative Learning Conclusion: Five distinct affordances of Virtual Reality for Collaborative Learning are identified: it 1) is an efficient tool to engage and motivate learners, 2) supports distance learning and remote collaboration, 3) provides multi- and interdisciplinary spaces for both learning and collaborating, 4) helps develop social skills and 5) suits Collaborative Learning-related paradigms and approaches. 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引用次数: 1
摘要
背景:尽管对虚拟现实教育潜力的研究不断推进,但对其支持协作学习的研究范围很小。随着远程协作和远程学习越来越与教育相关(尤其是自新冠肺炎大流行以来),了解虚拟现实在协作学习方面的潜力至关重要。为了确定这种沉浸式技术如何支持和增强学习者之间的协作,本系统的文献综述分析了虚拟现实协作学习的科学研究,目的是确定1)培训的技能和能力,2)解决的领域和学科,3)使用的系统和4)建立的经验知识。方法:使用Scopus和Web of Science两个科学数据库进行综述。根据PRISMA方法,共分析了139篇文章。使用另外五个编码器评估了该选择过程的可靠性。使用分类法对这些文章进行分类。在将该分类法应用于所选文章之前,使用另一位编码员来评估主要编码员的可靠性。结果:根据所综述的文献,所培养的技能和能力分为五类。教育领域似乎对虚拟现实协作学习感兴趣,因为需要创新、社区以及学习者之间的远程社会化和协作。系统主要使用基于监视器的虚拟现实以及鼠标和键盘控制。对于使用虚拟现实来支持和增强协作学习,人们普遍持乐观态度。结论:确定了虚拟现实对协作学习的五种不同启示:它1)是吸引和激励学习者的有效工具,2)支持远程学习和远程协作,3)为学习和合作提供多学科和跨学科的空间,4)帮助发展社交技能,5)适合与合作学习相关的范式和方法。总体而言,回顾的文献表明,虚拟现实是支持和加强协作学习的有效工具,尽管需要进一步研究来建立教学法。
Virtual reality and collaborative learning: a systematic literature review
Background: While research on Virtual Reality’s potential for education continues to advance, research on its support for Collaborative Learning is small in scope. With remote collaboration and distance learning becoming increasingly relevant for education (especially since the COVID-19 pandemic), an understanding of Virtual Reality’s potential for Collaborative Learning is of importance. To establish how this immersive technology can support and enhance collaboration between learners, this systematic literature review analyses scientific research on Virtual Reality for Collaborative Learning with the intention to identify 1) skills and competences trained, 2) domains and disciplines addressed, 3) systems used and 4) empirical knowledge established. Method: Two scientific databases—Scopus and Web of Science—were used for this review. Following the PRISMA method, a total of 139 articles were analyzed. Reliability of this selection process was assessed using five additional coders. A taxonomy was used to classify these articles. Another coder was used to assess the reliability of the primary coder before this taxonomy was applied to the selected articles Results: Based on the literature reviewed, skills and competences developed are divided into five categories. Educational fields and domains seem interested in Virtual Reality for Collaborative Learning because of a need for innovation, communities and remote socialization and collaboration between learners. Systems primarily use monitor-based Virtual Reality and mouse-and-keyboard controls. A general optimism is visible regarding the use of Virtual Reality to support and enhance Collaborative Learning Conclusion: Five distinct affordances of Virtual Reality for Collaborative Learning are identified: it 1) is an efficient tool to engage and motivate learners, 2) supports distance learning and remote collaboration, 3) provides multi- and interdisciplinary spaces for both learning and collaborating, 4) helps develop social skills and 5) suits Collaborative Learning-related paradigms and approaches. Overall, the reviewed literature suggests Virtual Reality to be an effective tool for the support and enhancement of Collaborative Learning, though further research is necessary to establish pedagogies.