The Practicality of Virtual Reality Applications in Education: Limitations and Recommendations

Ghaliya Al Farsi, Azmi Bin Mohd Yusof, Wan Jumani Binti Fauzi, Mohd Ezanee Bin Rusli, Sohail Iqbal Malik, Ragad M. Tawafak, Roy Mathew, Jasiya Jabbar

Abstract

The use of virtual reality applications has grown tremendously in recent years. Virtual reality applications in the education domain have many benefits: they engage students, arouse students' curiosity, ease the communication of information, and motivate the students to improve their learning and performance. Despite literature showing that there has been a clear development in the education domain that shows improvement in students' learning skills, its application in Higher Education Institutions (HEIs) is limited to certain courses and fields. Furthermore, there has also been under-utilization and misutilization of virtual reality applications. Thus, the primary research question in this paper would be what the issues of the practicality of virtual reality applications for HEIs are. This paper aims to look at practicality issues to understand why VR is underutilized, particularly in HEIs. A review of the literature based on seventeen papers published between 2010 and 2020 taken from databases such as Science Direct, Ebscohost, and Scopus has found that despite the positive continuous intention to use VR applications, there are many issues regarding their practicality, such as the affordability of VR application tools, the technology-savviness of instructors, as well as the sustainability of VR use. This paper is significant as it explored and identified the practical issues of why VR applications are underused and provides practical suggestions to overcome these issues of practicality. It is hoped that HEIs would not allow these limitations to hinder the use of VR applications so that the students of this era, who are digital natives, would learn and perform better with VR applications; thus, making the use of VR applications in HEIs more widespread.

 

Keywords: virtual reality, higher education, learning environment, student performance.


Full Text:

PDF


References


AL AMRI A. Y., OSMAN M. E., and AL MUSAWI A. S. The Effectiveness of a 3D-Virtual Reality Learning Environment (3D-VRLE) on the Omani Eighth Grade Students’ Achievement and Motivation towards Physics Learning. International Journal of Emerging Technologies in Learning, 2020, 15(5): 4-16.‏ https://doi.org/10.3991/ijet.v15i05.11890

LEVAC D. A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation. BMC Health Services Research, 2016, 16: 557. https://doi.org/10.1186/s12913-016-1807-6

ALHALABI W. S. Virtual reality systems enhance students’ achievements in engineering education. Behaviour & Information Technology, 2019, 35(11): 919-925. https://doi.org/10.1080/0144929X.2016.1212931

HU-AU E., & LEE J. J. Virtual Reality in education: a tool for learning in the experience age. International Journal of Innovation in Education, 2017, 4(4): 215-226. https://doi.org/10.1504/IJIIE.2017.091481

CAPATINA A., SCHIN G. C., and RUSU D. Increasing academic brand awareness through virtual reality. Review of International Comparative Management, 2017, 18(2): 171- 182. http://www.rmci.ase.ro/no18vol2/04.pdf

UCAR E., USTUNEL H., CIVELEK T., and UMUT I. Effects of using a force feedback haptic augmented simulation on the attitudes of the gifted students towards studying chemical bonds in virtual reality environment. Behaviour & Information Technology, 2017, 36(5): 540-547. https://doi.org/10.1080/0144929X.2016.1264483

DESAI N., CHANDRAKAR K. K., CHANG K., CANTRELL W., and SHAW R. Influence of microphysical variability on stochastic condensation in a turbulent laboratory cloud. Journal of the Atmospheric Sciences, 2018, 75: 189–201. https://doi.org/10.1175/JAS-D-17-0158.1

CHEN M., SAAD W., and YIN C. Virtual Reality over Wireless Networks: Quality-of-Service Model and Learning-Based Resource Management. IEEE Transactions on Communications, 2018, 66(11): 5621-5635. https://doi.org/10.1109/TCOMM.2018.2850303

YANG Y., YU L., BAI Y., WEN Y., ZHANG W., and WANG J. A study of AI population dynamics with million-agent reinforcement learning. Proceedings of the 17th International Conference on Autonomous Agents and Multiagent Systems, Stockholm, 2018, pp. 2133–2135. http://www.ifaamas.org/Proceedings/aamas2018/pdfs/p2133.pdf

DAJANI D., & ABU HEGLEH A. S. Behavior intention of animation usage among university students. Heliyon, 2019, 5(10): e02536. https://doi.org/10.1016/j.heliyon.2019.e02536

YANG X., HU W., JIANG A., XIU Z., JI Y., GUAN Y., SARENGAOWA, and YANG X. Effect of salt concentration on quality of Chinese northeast sauerkraut fermented by Leuconostoc mesenteroides and Lactobacillus plantarum. Food Bioscience, 2019, 30: 100421. https://doi.org/10.1016/j.fbio.2019.100421

HALAWEH M. Model of Emerging Technology Adoption (META): Virtual Reality as a Case Study. Journal of Information & Knowledge Management, 2019, 18(2): 1950020. https://doi.org/10.1142/S0219649219500205

SANTAMARÍA-BONFIL G., IBÁÑEZ M. B., PÉREZ-RAMÍREZ M., ARROYO-FIGUEROA G., and MARTÍNEZ-ÁLVAREZ F. Learning analytics for student modeling in virtual reality training systems: Lineworkers case. Computers & Education, 2020, 151: 103871.‏ https://doi.org/10.1016/j.compedu.2020.103871

BACEVICIUTE S., MOTTELSON A., TERKILDSEN T., and MAKRANSKY G. Investigating representation of text and audio in educational VR using learning outcomes and EEG. Proceedings of the CHI Conference on Human Factors in Computing Systems, New York, 2020, pp. 1–13. https://doi.org/10.1145/3313831.3376872

HUANG Y., CHENG Y., CHEN D., LEE H., NGIAM J., LE Q. V., and CHEN Z. Gpipe: Efficient training of giant neural networks using pipeline parallelism. Proceedings of the 33rd Conference on Neural Information Processing Systems, Vancouver, 2019. https://proceedings.neurips.cc/paper/2019/file/093f65e080a295f8076b1c5722a46aa2-Paper.pdf

VALENTI M., SCELLES N., and MORROW S. The determinants of stadium attendance in elite women’s football: Evidence from the UEFA Women's Champions League. Sport Management Review, 2020, 23(3): 509-520. https://doi.org/10.1016/j.smr.2019.04.005

BENEDIKT E. K. Income generation activities for women in developing areas: a micro-planning model. Master thesis. Massachusetts Institute of Technology, Cambridge, Massachusetts, 1988. https://dspace.mit.edu/bitstream/handle/1721.1/71393/18369004-MIT.pdf?sequence=2

RIZZO A., SCHULTHEIS M., KERNS K. A., and MATEER C. Analysis of assets for virtual reality applications in neuropsychology. Neuropsychological Rehabilitation, 2004, 14(1-2): 207–239. https://doi.org/10.1080/09602010343000183

MARTINGANO A. J., & PERSKY S. Virtual reality expands the toolkit for conducting health psychology research. Social and Personality Psychology Compass, 2021, 15(7): e12606. https://doi.org/10.1111/spc3.12606

ROBERTSON A. It’s 2019 — which VR headsets can you actually buy?, 2019. https://www.theverge.com/2019/5/16/18625238/vr-virtual-reality-headsets-oculus-quest-valve-index-htc-vive-nintendo-labo-vr-2019

ROBERTSON A. The Ultimate VR Headset Buyer’s Guide, n.d. https://www.theverge.com/a/best-vr-headset-oculus-rift-samsung-gear-htc-vive-virtual-reality

VIVE TEAM. HTC VIVE Pro Now Only $599, 2020. https://blog.vive.com/us/2020/01/10/htc-vive-pro-now-599/

MANDAL S. Brief Introduction of Virtual Reality & Its Challenges. International Journal of Scientific & Engineering Research, 2013, 4(4): 304-309. https://www.ijser.org/researchpaper/Brief-Introduction-of-Virtual-Reality-its-Challenges.pdf

MANDAL B., & ROY P. K. Optimal reactive power dispatch using quasi-oppositional teaching learning based optimization. International Journal of Electrical Power & Energy Systems, 2013, 53: 123-134. https://doi.org/10.1016/j.ijepes.2013.04.011

CHECA D., & BUSTILLO A. A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications, 2020, 79(9): 5501-5527.‏ https://doi.org/10.1007/s11042-019-08348-9

FERNANDEZ-RIO J., CECCHINI J. A., MÉNDEZ-GIMENEZ A., MENDEZ-ALONSO D., and PRIETO J. A. Self-regulation, cooperative learning, and academic self-efficacy: Interactions to prevent school failure. Frontiers in Psychology, 2017, 8: 22. https://doi.org/10.3389/fpsyg.2017.00022

WANG X., HAN Y., LEUNG V. C., NIYATO D., YAN X., and CHEN X. Convergence of edge computing and deep learning: A comprehensive survey. IEEE Communications Surveys & Tutorials, 2020, 22(2): 869-904.‏ https://doi.org/10.1109/COMST.2020.2970550

CHERIF A. H., MOVAHEDZADEH F., ADAMS G. E., and DUNNING J. Why Do Students Fail? Student's Perspective. NCA HLC Annual Conference, Chicago, Illinois, 2013. https://www.researchgate.net/publication/274310752_Why_Do_Students_Fail_Students'_Perspective

GAO L. X., & ZHANG L. J. Teacher learning in difficult times: Examining foreign language teachers’ cognitions about online teaching to tide over COVID-19. Frontiers in Psychology, 2020, 11: 549653. https://doi.org/10.3389/fpsyg.2020.549653

PRIATNA T., MAYLAWATI D., SUGILAR H., and RAMDHANI M. Key Success Factors of e-Learning Implementation in Higher Education. International Journal of Emerging Technologies in Learning, 2020, 15(17): 101-114.‏ http://dx.doi.org/10.3991/ijet.v15i17.14293

WINN W. A conceptual basis for educational applications of virtual reality. Human Interface Technology Laboratory of the Washington Technology Center, University of Washington, Seattle, Washington, 1993.

ONYESOLU M. O., & EZE F. U. Understanding Virtual Reality Technology: Advances and Applications. In: SCHMIDT M. (ed.) Advances in Computer Science and Engineering. IntechOpen, London, 2011: 53-70. https://doi.org/10.5772/15529

GROVER S., & PEA R. Computational thinking in K–12: A review of the state of the field. Educational Researcher, 2013, 42(1): 38-43.‏ https://doi.org/10.3102/0013189X12463051

FERNANDEZ M. Augmented Virtual Reality: How to Improve Education Systems. Higher Learning Research Communications, 2017, 7(1): 1–15. http://dx.doi.org/10.18870/hlrc.v7i1.373

MARTÍN-GUTIÉRREZ J., MORA C. E., AÑORBE-DÍAZ B., and GONZÁLEZ-MARRERO A. Virtual Technologies Trends in Education. EURASIA Journal of Mathematics Science and Technology Education, 2017, 13(2): 469-486. https://doi.org/10.12973/eurasia.2017.00626a

WANG P., WU P., WANG J., CHI H.-L., and WANG X. A Critical Review of the Use of Virtual Reality in Construction Engineering Education and Training. International Journal of Environmental Research and Public Health, 2018, 15(6): 1204. https://doi.org/10.3390/ijerph15061204

PANTELIDIS V. S. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality. Themes in Science and Technology Education, 2010, 2: 59-70. https://files.eric.ed.gov/fulltext/EJ1131313.pdf

ROBERTSON A. Oculus Rift and Touch are now $200 cheaper, 2017. https://www.theverge.com/2017/3/1/14779460/oculus-rift-touch-vr-bundle-price-drop-200

COBURN J. Q., FREEMAN I., and SALMON J. L. A Review of the Capabilities of Current Low-Cost Virtual Reality Technology and Its Potential to Enhance the Design Process. Journal of Computing and Information Science in Engineering, 2017, 17(3): 031013. https://doi.org/10.1115/1.4036921

KALIVARAPU V., MACALLISTER A., HOOVER M., SRIDHAR S., SCHLUETER J., CIVITATE A., THOMPKINS P., SMITH J., HOYLE J., OLIVER J., WINER E., and CHERNOFF G. Game-day football visualization experience on dissimilar virtual reality platforms. The Engineering Reality of Virtual Reality, 2015, 9392: 939202. https://doi.org/10.1117/12.2083250

BERG L. P., & VANCE J. M. Industry use of virtual reality in product design and manufacturing: a survey. Virtual Reality, 2017, 21(1): 1-17. https://doi.org/10.1007/s10055-016-0293-9

KEIL J., EDLER D., SCHMITT T., and DICKMANN F. Creating Immersive Virtual Environments Based on Open Geospatial Data and Game Engines. KN - Journal of Cartography and Geographic Information, 2021, 71: 53–65. https://doi.org/10.1007/s42489-020-00069-6

GHARAWI M. A., BIDIN A., and AH CHOO K. Malaysian Learners’ Preferences-Based Profile Model Towards Adaptive Massive Open Online Courses. Journal of Southwest Jiaotong University, 2020, 55(1). https://doi.org/10.35741/issn.0258-2724.55.1.51

PRATIWI W. R. The Practice of Digital Learning (D-Learning) in the Study from Home (SFH) Policy: Teachers' Perceptions. Journal of Southwest Jiaotong University, 2020, 55(4). https://doi.org/10.35741/issn.0258-2724.55.4.17


Refbacks

  • There are currently no refbacks.