THE EFFECT OF IMMERSIVE TECHNOLOGY ON ENHANCING STUDENT LEARNING: A SYSTEMATIC LITERATURE REVIEW
Abstract
Education is one of the fundamental factors influencing national development. Educators are required to constantly explore the newest and creative strategies to deliver topics to students and promote students’ engagement in the learning process. One technology that has numerous potentials to facilitate the education process is immersive technology. Immersive technology has the potential to improve student achievement by enabling better learning outcomes. This study aims (1) to analyze the trends and impact of immersive technology usage in education; (2) to identify immersive technology that supports students’ learning processes in the pandemic era; and (3) to identify the usage of learning theories in educational application development that implement immersive technology to enhance students’ learning outcomes. This study examined seventeen selected studies after adopting the selection process of the systematic literature review process by Kitchenham. The selected studies were published between 2018 and 2022 by Emerald Insight, IEEE Xplore, and Scopus. There are three kinds of immersive technology identified in this study: virtual reality, augmented reality, and mixed reality. The study showed the nine types of students’ learning outcomes, and the results showed that using immersive technology significantly improved student learning compared to traditional methods. Furthermore, thirteen learning theories were adopted as the basis for developing educational applications. Future research directions are also suggested to continue developing promising and limited new technologies to enhance the variety of education-oriented applications. Immersive technologies designed for learning are still on a long journey, including considerations of readiness and potential effects that may arise for users such as privacy and security concern.
Downloads
References
Harun, N. Tuli, and A. Mantri, “Experience Fleming’s rule in electromagnetism using augmented reality: Analyzing impact on students learning,” Procedia Comput Sci, vol. 172, no. 2019, pp. 660–668, 2020, doi: 10.1016/j.procs.2020.05.086.
J. Á. Ramírez and A. M. V Bueno, “Learning organic chemistry with virtual reality,” in 2020 IEEE International Conference on Engineering Veracruz (ICEV), 2020, pp. 1–4. doi: 10.1109/ICEV50249.2020.9289672.
J. Katti, P. Bhavsar, M. Gidh, R. Desale, P. Chaudhari, and S. Patil, “Knowledge Transfer to Pre-schoolers based on Augmented Reality,” in 2021 5th International Conference on Intelligent Computing and Control Systems (ICICCS), 2021, pp. 1334–1338. doi: 10.1109/ICICCS51141.2021.9432313.
S. C. Chang and G. J. Hwang, “Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions,” Comput Educ, vol. 125, no. June, pp. 226–239, 2018, doi: 10.1016/j.compedu.2018.06.007.
M. G. Badilla-Quintana, E. Sepulveda-Valenzuela, and M. S. Arias, “Augmented reality as a sustainable technology to improve academic achievement in students with and without special educational needs,” Sustainability (Switzerland), vol. 12, no. 19, 2020, doi: 10.3390/su12198116.
F. J. Fraile-Fernández, R. Martínez-García, and M. Castejón-Limas, “Constructionist learning tool for acquiring skills in understanding standardised engineering drawings of mechanical assemblies in mobile devices,” Sustainability (Switzerland), vol. 13, no. 6, 2021, doi: 10.3390/su13063305.
R. Liu, C. Peng, Y. Zhang, H. Husarek, and Q. Yu, “A survey of immersive technologies and applications for industrial product development,” Computers and Graphics (Pergamon), vol. 100, pp. 137–151, 2021, doi: 10.1016/j.cag.2021.07.023.
A. Ibrahim, A. I. Al-Rababah, and Q. Bani Baker, “Integrating virtual reality technology into architecture education: the case of architectural history courses,” Open House International, vol. 46, no. 4, pp. 498–509, 2021, doi: 10.1108/OHI-12-2020-0190.
M. Puggioni, E. Frontoni, M. Paolanti, and R. Pierdicca, “ScoolAR: An Educational Platform to Improve Students’ Learning Through Virtual Reality,” IEEE Access, vol. 9, pp. 21059–21070, 2021, doi: 10.1109/ACCESS.2021.3051275.
L. Pombo and M. M. Marques, “Improving students’ learning with a mobile augmented reality approach – the EduPARK game,” Interactive Technology and Smart Education, vol. 16, no. 4, pp. 392–406, 2019, doi: 10.1108/ITSE-06-2019-0032.
O. A. Egaji, I. Asghar, M. G. Griffiths, and D. Hinton, “An augmented reality-based system for improving quality of services operations: a study of educational institutes,” TQM Journal, vol. 34, no. 2, pp. 330–354, 2022, doi: 10.1108/TQM-07-2021-0218.
A. Dengel, M. Z. Iqbal, S. Grafe, and E. Mangina, “A Review on Augmented Reality Authoring Toolkits for Education,” Front Virtual Real, vol. 3, no. April, pp. 1–15, 2022, doi: 10.3389/frvir.2022.798032.
Y. M. Tang, K. Y. Chau, A. P. K. Kwok, T. Zhu, and X. Ma, “A systematic review of immersive technology applications for medical practice and education - Trends, application areas, recipients, teaching contents, evaluation methods, and performance,” Educ Res Rev, vol. 35, no. December 2021, 2022, doi: 10.1016/j.edurev.2021.100429.
A. Prabhakaran, A. M. Mahamadu, and L. Mahdjoubi, “Understanding the challenges of immersive technology use in the architecture and construction industry: A systematic review,” Autom Constr, vol. 137, no. March, 2022, doi: 10.1016/j.autcon.2022.104228.
S. Pizard, F. Acerenza, D. Vallespir, and B. Kitchenham, “Assessing attitudes towards evidence-based software engineering in a government agency,” Inf Softw Technol, vol. 154, no. March 2022, 2023, doi: 10.1016/j.infsof.2022.107101.
R. R. Suryono, B. Purwandari, and I. Budi, “Peer to peer (P2P) lending problems and potential solutions: A systematic literature review,” Procedia Comput Sci, vol. 161, pp. 204–214, 2019, doi: 10.1016/j.procs.2019.11.116.
K. A. Nastiti, D. I. Sensuse, R. R. Suryono, and Kautsarina, “Influencing Factors of Mobile Commerce Personalization with Immersive Technology: A Systematic Literature Review,” Proceedings - International Conference on Informatics and Computational Sciences, vol. 2022-Septe, pp. 6–11, 2022, doi: 10.1109/ICICoS56336.2022.9930592.
M. A. Castañeda, A. M. Guerra, and R. Ferro, “Analysis on the gamification and implementation of Leap Motion Controller in the I.E.D. Técnico industrial de Tocancipá,” Interactive Technology and Smart Education, vol. 15, no. 2, pp. 155–164, 2018, doi: 10.1108/ITSE-12-2017-0069.
P.-H. Lin, Y.-M. Huang, and C.-C. Chen, “Exploring Imaginative Capability and Learning Motivation Difference Through Picture E-Book,” IEEE Access, vol. 6, pp. 63416–63425, 2018, doi: 10.1109/ACCESS.2018.2875675.
I. Radu and B. Schneider, “How Augmented Reality (AR) Can Help and Hinder Collaborative Learning: A Study of AR in Electromagnetism Education,” IEEE Trans Vis Comput Graph, p. 1, 2022, doi: 10.1109/TVCG.2022.3169980.
V. Rossano, R. Lanzilotti, A. Cazzolla, and T. Roselli, “Augmented Reality to Support Geometry Learning,” IEEE Access, vol. 8, pp. 107772–107780, 2020, doi: 10.1109/ACCESS.2020.3000990.
W. Tarng, K.-L. Ou, Y.-C. Lu, Y.-S. Shih, and H.-H. Liou, “A Sun Path Observation System Based on Augment Reality and Mobile Learning,” Mobile Information Systems, vol. 2018, 2018, doi: 10.1155/2018/5950732.
J. Zhang and K.-E. Chang, “Applying Augmented Reality to Improve the Outcomes of Procedural Knowledge Acquisition,” in 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), 2019, pp. 340–343, doi: 10.1109/ICALT.2019.00105
P. Truchly, M. Medvecký, P. Podhradský, and M. Vančo, “Virtual Reality Applications in STEM Education,” in 2018 16th International Conference on Emerging eLearning Technologies and Applications (ICETA), 2018, pp. 597–602. doi: 10.1109/ICETA.2018.8572133.
N. Wang, M. N. Abdul Rahman, and B.-H. Lim, “Teaching and Curriculum of the Preschool Physical Education Major Direction in Colleges and Universities under Virtual Reality Technology,” Comput Intell Neurosci, vol. 2022, 2022, doi: 10.1155/2022/3250986.
J. D. Pickering, A. Panagiotis, G. Ntakakis, A. Athanassiou, E. Babatsikos, and P. D. Bamidis, “Assessing the difference in learning gain between a mixed reality application and drawing screencasts in neuroanatomy,” Anat Sci Educ, vol. 15, no. 3, pp. 628 – 635, 2022, doi: 10.1002/ase.2113.
Y.-C. Hsu, “Exploring the learning motivation and effectiveness of applying virtual reality to high school mathematics,” Universal Journal of Educational Research, vol. 8, no. 2, pp. 438 – 444, 2020, doi: 10.13189/ujer.2020.080214.
A. Torda, “CLASSIE teaching - Using virtual reality to incorporate medical ethics into clinical decision making,” BMC Med Educ, vol. 20, no. 1, 2020, doi: 10.1186/s12909-020-02217-y.
Copyright (c) 2024 Kharisma Alivia Nastiti, Harry Budi Santoso, Kasiyah Junus, Mubarik Ahmad, Endina Putri Purwandari
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.