2023
DOI: 10.3389/frvir.2023.1159905
|View full text |Cite
|
Sign up to set email alerts
|

Virtual reality and collaborative learning: a systematic literature review

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 literatu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
5
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
5
5

Relationship

0
10

Authors

Journals

citations
Cited by 30 publications
(5 citation statements)
references
References 102 publications
0
5
0
Order By: Relevance
“…VR offers immersive and interactive experiences, engaging learners through gamification (Marougkas et al, 2023). It supports collaborative learning by enhancing engagement, motivation, and social skills (Van Der Meer et al, 2023). In language learning, VR positively impacts motivation, particularly in vocabulary acquisition, although long-term retention remains a challenge (Alizadeh & Cowie, 2022).…”
Section: Resultsmentioning
confidence: 99%
“…VR offers immersive and interactive experiences, engaging learners through gamification (Marougkas et al, 2023). It supports collaborative learning by enhancing engagement, motivation, and social skills (Van Der Meer et al, 2023). In language learning, VR positively impacts motivation, particularly in vocabulary acquisition, although long-term retention remains a challenge (Alizadeh & Cowie, 2022).…”
Section: Resultsmentioning
confidence: 99%
“…Metaverse is a virtual environment where users have strong connections with the physical world through their avatars (Aung et al, 2024). Boston Consulting Group (BCG) defines the metaverse as the following three types of technologies in its "Metaverse Enterprise Hitchhiking Guide" First category is metaverse worlds (M-worlds) (Hayashi et al, 2023); Second category is augmented reality (AR) Koumpouros (2024), virtual reality (VR) (van der Meer et al, 2023) and mixed reality (MR) (Campbell et al, 2016); Third category is Web3 (Seddon et al, 2023) and virtual assets (Zhang et al, 2022). These technologies are widely applied in various industries, especially in the education sector.…”
Section: Metaverse Technologymentioning
confidence: 99%
“…Immersive VR and the metaverse offer a unique and engaging environment that can enhance the educational experience and provide new opportunities for learning and development. According to the most recent systematic survey (van der Meer et al, 2023), immersive, collaborative learning systems in VR can encourage further engagement and motivation, as students take an active role in their learning through the provided interactive experience (Garduño et al, 2021). Additionally, the positive impact is also coupled with improving carefully planned learning outcomes where students at different educational levels can capitalize on novel experiential learning environments (Kamińska et al, 2019;Huang et al, 2020;Allcoat et al, 2021;Garduño et al, 2021).…”
Section: Introductionmentioning
confidence: 99%