Review 2022

The potential of immersive virtual reality to enhance learning: A meta-analysis

Educational Research Review
Journal · Vol. 36 · Art. 100452
Abstract

Research on the impact of immersive virtual reality (I-VR) technology on learning has become necessary with the decreasing cost of virtual reality technologies and the development of high-quality head-mounted displays. This meta-analysis investigates the overall effect size by combining the results of primary experimental studies that reveal the effect of I-VR on learning outcomes. Besides, effect sizes were calculated based on measuring moment, types of measurement, education level, the field of education, control group educational resources, and immersion type subgroups. One hundred five independent results were calculated from 48 primary studies published between 2016 and September 2020, including 39 randomized controlled trials and nine quasi-experimental studies. The sample size of primary studies includes 3179 students, 847 from K12, and 2332 from higher education. Random effects model was used in the calculation of effect size. As a result of the meta-analysis, it was determined that the overall effect size on the learning outcomes of I-VR was small (g = 0.38). Additionally, according to the subgroup analysis results, it was revealed that I-VR significantly differentiated effect size based on educational level, the field of education, and computer-based/traditional sources. There was no significant difference in terms of the other subgroups. © 2022 Elsevier Ltd

Keywords

Author Keywords

Immersive virtual reality learning outcomes meta-analysis Head-Mounted Display CAVE

Index Keywords

Author Affiliations
Department of Computer Education and Instructional Technology, Aǧrı İbrahim Çeçen Üniversitesi, Agri, Agri, Turkey
Department of Digital Game Design, Kahramanmaras Istiklal University, Dulkadiroglu, Kahramanmaras, Turkey
Department of Educational Sciences, Mardin Artuklu University, Mardin, Mardin, Turkey
Funding & Acknowledgements
No funding information
References 10 References
1 Abulrub, Abdul Hadi G., Virtual reality in engineering education: The future of creative learning, 2011 IEEE Global Engineering Education Conference, EDUCON 2011, pp. 751-757, (2011)
2 Aker, Medhat, Virtual reality training in laparoscopic surgery: A systematic review & meta-analysis, International Journal of Surgery, 29, pp. 85-94, (2016)
3 Alaraj, Ali M., Virtual reality cerebral aneurysm clipping simulation with real-time haptic feedback, Operative Neurosurgery, 11, 1, pp. 52-58, (2015)
4 Albus, Patrick, Signaling in virtual reality influences learning outcome and cognitive load, Computers and Education, 166, (2021)
5 Alfadil, Mohammed, Effectiveness of virtual reality game in foreign language vocabulary acquisition, Computers and Education, 153, (2020)
6 Alhalabi, Wadee Saleh, Virtual reality systems enhance students’ achievements in engineering education, Behaviour and Information Technology, 35, 11, pp. 919-925, (2016)
7 Blucher Design Proceedings, (2014)
8 Correction: Journal article reporting standards for quantitative research in psychology: The APA publications and communications board task force report [American Psychologist, 73, 1, (2018) (3-25)] DOI: 10.1037/amp0000191, American Psychologist, 73, 7, (2018)
9 Araiza-Alba, Paola, Immersive virtual reality as a tool to learn problem-solving skills, Computers and Education, 164, (2021)
10 Kucuk-Avci, Şirin, The effect of three dimensional virtual environments and augmented reality applications on the learning achievement: A meta-analysis study *, Egitim ve Bilim, 44, 198, pp. 149-182, (2019)
Quick Actions
Full Text via DOI
Citation Metrics
209
Times Cited (Scopus)

References 10
Document Identifiers