The Past, Present, and Future of Virtual Reality in Higher Education

Author(s):  
Jinhee Yoo ◽  
Eric A. Brownlee

This chapter focuses on how Virtual Reality (VR) can be used to educate students in a variety of disciplines. Authors include a comprehensive synthesis of previous virtual reality in the educational setting literature. They also provide specific examples of virtual reality usage in the education setting utilizing specific VR class assignments from multiple universities. Based on their comprehensive review of previous research, the authors provide suggestions for future research and application of VR both inside and outside of the classroom. Two specific VR class assignments/activities are incorporated and can be utilized by professors to provide undergraduate and graduate students with an introduction to the application of VR.

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sandra Maria Correia Loureiro ◽  
Ricardo Godinho Bilro ◽  
Fernando José de Aires Angelino

Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles. Findings From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research. Originality/value There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.


2020 ◽  
Vol 24 (3) ◽  
pp. 212-232 ◽  
Author(s):  
Olivier Corneille ◽  
Mandy Hütter

This article provides a comprehensive review of divergent conceptualizations of the “implicit” construct that have emerged in attitude research over the past two decades. In doing so, our goal is to raise awareness of the harmful consequences of conceptual ambiguities associated with this terminology. We identify three main conceptualizations of the “implicitness” construct: the procedural conceptualization (implicit-as-indirect), the functional conceptualization (implicit-as-automatic), and the mental theory conceptualization (implicit-as-associative), as well as two hybrid conceptualizations (implicit-as-indirect-and-automatic, implicit-as-driven-by-affective-gut-reactions). We discuss critical limitations associated with each conceptualization and explain that confusion also arises from their coexistence. We recommend discontinuing the usage of the “implicit” terminology in attitude research and research inspired by it. We offer terminological alternatives aimed at increasing both the precision of theorization and the practical value of future research.


2020 ◽  
Vol 16 ◽  
pp. 60-69
Author(s):  
Maryam Naghibi ◽  
Mohsen Faizi ◽  
Ahmad Ekhlassi

Landscape areas have spatial discontinuities, such as vacant land and leftover spaces. Undefined lands present a compelling area for landscape research, aesthetical experience, and development of cities which discuss irregular and unexpected aspects in landscape settings. Having lacked a formal definition of undefined land, this study aims at proposing keywords of undefined lands, a comprehensive review of knowledge, and definition. In order to promote new aspects of such spaces in the future research, the study conducts a systematic analysis of 65 peer-reviewed papers for their temporal trends, locations, methods, key authors, and commonly studied aspects. Results show the production of vacancy and the temporary use of undefined lands as an opportunity, and a flexible method of regeneration. An increase in publications over the past 30 years demonstrates that leftover space is an evolving subject. Although socio-ecological aspects are the most effective, serious gaps are mentioned in the literature considering aesthetical and ecological qualities in leftover spaces formed by visual, sensorial (hearing, touch, smell, taste), and cognitive perception. These gaps in the literature suggest that it is important to understand the potential effects of repurposing citizen's ideas about interventions in which to use leftover spaces. Having identified the knowledge gaps, undefined lands are suggested as a significant sub-discipline in landscape research.


Author(s):  
Noah L. Schroeder

Throughout the past two decades, researchers have seen rapid innovations in the field of learning technologies. Virtual reality, video games, and online learning are becoming quite common in educational contexts. Pedagogical agents are often present in a variety of these virtual environments. Pedagogical agents are virtual characters with an on-screen presence that are designed to facilitate learning in multimedia environments. In this chapter the author examines the theoretical rationale for incorporating a pedagogical agent into a learning environment, critically examines their effectiveness for learning, and discusses how they have been implemented in research studies to date. Suggestions for future research in virtual reality environments are highlighted.


2022 ◽  
pp. 1676-1686
Author(s):  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro ◽  
Fernando José de Aires Angelino

Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality.


2020 ◽  
Vol 90 (4) ◽  
pp. 542-579
Author(s):  
Varaxy Yi ◽  
Jacqueline Mac ◽  
Vanessa S. Na ◽  
Rikka J. Venturanza ◽  
Samuel D. Museus ◽  
...  

Over the past three decades, many higher education scholars have engaged in efforts to counter the stereotype that Asian Americans achieve universal and unparalleled academic success. While most of these scholars adopt an anti-oppression approach, some researchers have claimed that this literature reinforces oppressive deficit paradigms. To understand this conflict in existing literature, the current authors utilize an anti-imperialistic approach to analyze scholarship on the model minority myth. The current analysis reveals little evidence that research on the myth reinforced hegemonic deficit thinking. Instead, authors find that scholars largely utilized complex and multifaceted antideficit approaches, challenged dominant essentialist model minority frames, engaged in strategic (anti-)essentialism to navigate complex pan-racial contexts, and reframed the myth to achieve diverse purposes that speak to different audiences. Several implications for conducting critiques of literature reviews and future research on the myth are discussed.


Author(s):  
Ibun Nuraresya ◽  
Umar Nirmal ◽  
P. K. Ng

Over the past decade there has been a deeply troubling increase in the number of vehicle traffic fatalities involving children. Owing to this, many researchers have contributed to research and development on car booster seats for children. In view of this, the current work encompasses a compilation of articles reviewed on car booster seats for children ranging from the years 1988 to 2018. Further than that, this work also provides information relating to the varying designs and specifications of car booster seats. Concurrently, the writers also propose potential future research that could be undertaken in relation to the developments in child car booster seats, which in turn may allow for new research pathways in this area of interest. Finally, taking into consideration the design and safety factors of the current market trend car booster seats for children, the writers also propose possible state of the art car booster seats for various applications.


Author(s):  
Jie Chen ◽  
Yongming Liu

Neural network (NN) models have made a significant impact on fatigue-related engineering communities and are expected to increase rapidly soon due to the recent advancements in machine learning and artificial intelligence. A comprehensive review of fatigue modeling methods using NNs is lacking and will help to recognize past achievements and suggest future research directions. Thus, this paper presents a survey of 251 publications between 1990 and July 2021. The NN modeling in fatigue is classified into five applications: fatigue life prediction, fatigue crack, fatigue damage diagnosis, fatigue strength, and fatigue load. A wide range of NN architectures are employed in the literature and are summarized in this review. An overview of important considerations and current limitations for the application of NNs in fatigue is provided. Statistical analysis for the past and the current trend is provided with representative examples. Existing gaps and future research directions are also presented based on the reviewed articles.


2020 ◽  
Vol 16 ◽  
pp. 60-69
Author(s):  
Maryam Naghibi ◽  
Mohsen Faizi ◽  
Ahmad Ekhlassi

Landscape areas have spatial discontinuities, such as vacant land and leftover spaces. Undefined lands present a compelling area for landscape research, aesthetical experience, and development of cities which discuss irregular and unexpected aspects in landscape settings. Having lacked a formal definition of undefined land, this study aims at proposing keywords of undefined lands, a comprehensive review of knowledge, and definition. In order to promote new aspects of such spaces in the future research, the study conducts a systematic analysis of 65 peer-reviewed papers for their temporal trends, locations, methods, key authors, and commonly studied aspects. Results show the production of vacancy and the temporary use of undefined lands as an opportunity, and a flexible method of regeneration. An increase in publications over the past 30 years demonstrates that leftover space is an evolving subject. Although socio-ecological aspects are the most effective, serious gaps are mentioned in the literature considering aesthetical and ecological qualities in leftover spaces formed by visual, sensorial (hearing, touch, smell, taste), and cognitive perception. These gaps in the literature suggest that it is important to understand the potential effects of repurposing citizen's ideas about interventions in which to use leftover spaces. Having identified the knowledge gaps, undefined lands are suggested as a significant sub-discipline in landscape research.


Author(s):  
Doo Hun Lim ◽  
Soo Jeoung Han ◽  
Jihye Oh ◽  
Chang Sung Jang

The purpose of this chapter is to specify various notions of virtual reality (VR) and augmented reality (AR) including the historical development and illustrate how they are applied to train and mentor instructors in higher education settings. This study also presents various industry-wide examples of utilizing VR and AR for training and education. Benefits and limitations of using VR and AR in academic settings are discussed as well. Additionally, this study provides up to date VR and AR applications that can be adopted in training and mentoring instructors of higher education. Based on a comparative analysis of available technologies, the authors suggest possible future research to improve existing practices in the use of AR and VR in training and mentoring instructors in higher education settings.


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