Skip to main content

Educational Opportunities for Immersive Virtual Reality

  • Living reference work entry
  • First Online:
Second Handbook of Information Technology in Primary and Secondary Education

Abstract

This chapter provides an overview of immersive virtual environments (IVE) in education with an emphasis on immersive virtual reality (IVR). A companion chapter in this volume focuses on a second type of IVE called augmented reality (AR). First, definitions are provided, focusing on concepts such as immersion, fidelity, presence, and simulations. Second, a review of research is presented for IVR that highlights the current and potential impact in PreK-12, higher education, and professional development settings. Findings suggest the use of IVR can lead to increased engagement. However, the synthesis also points to a relative dearth of published research for PreK-12 implementation. The chapter ends with a call for future research looking at key areas like special needs, potential negative long-term effects, training for teachers and students, and exploration of key concepts like embodied cognition, computational thinking, self-tracking, spatial reasoning, and situational/individual interests within IVE.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Alaker, M., Wynn, G. R., & Arulampalam, T. (2016). Virtual reality training in laparoscopic surgery: A systematic review & meta-analysis. International Journal of Surgery, 29, 85–94.

    Article  Google Scholar 

  • Alexander, A. L., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in PC-based simulations and games. DARWARS Training Impact Group, 5, 1–14.

    Google Scholar 

  • Atherton, S., et al. (2016). Self-confidence and paranoia: An experimental study using an immersive virtual reality social situation. Behavioural and Cognitive Psychotherapy, 44, 56–64.

    Article  Google Scholar 

  • Bolton, D. (2016). Why virtual reality education is the next frontier for classrooms. Retrieved from: https://arc.applause.com/2016/06/30/virtual-reality-education/.

  • Bombari, D., Schmid Mast, M., Canadas, E., & Bachmann, M. (2015). Studying social interactions through immersive virtual environment technology: Virtues, pitfalls, and future challenges. Frontiers of Psychology, 6. https://doi.org/10.3389/fpsyg.2015.00869. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4478377/.

  • Bower, M., Lee, M. J. W., & Dalgarno, B. (2016). Collaborative learning across physical and virtual worlds: Factors supporting and constraining learners in a blended reality environment. British Journal of Educational Technology. Epub ahead of print 17 Mar 2016. https://doi.org/10.1111/bjet.12435.

  • Brown, A., & Green, T. (2016). Virtual reality: Low-cost tools and resources for the classroom. TechTrends, 60, 517–519.

    Article  Google Scholar 

  • Calleja, G. (2011). In-game. From immersion to incorporation. Cambridge, MA: The MIT Press.

    Google Scholar 

  • Chan, L. K. Y., Yuen, K. S. G., & Lau, H. Y. K. (2016). Immersive learning environment for visual arts. In L. T. De Paolis & A. Mongelli (Eds.), AVR 2016, part II (pp. 231–240). New York: Springer.

    Google Scholar 

  • Chen, J. A., et al. (2016). A multi-user virtual environment to support students’ self-efficacy and interest in science: A latent growth model analysis. Learning and Instruction, 41, 11–22.

    Article  Google Scholar 

  • Chessa, M., et al. (2016). The perceptual quality of the Oculus Rift for immersive virtual reality. Human–computer interaction. EPub ahead of Print 11 Oct 2016. https://doi.org/10.1080/07370024.2016.1243478.

  • Connor, M. A., Marks, S., & Walker, C. (2015). Creating creative technologists: Playing with(in) education. In N. Zagalo & P. Branco (Eds.), Creativity in the digital age (pp. 35–56). London: Springer-Verlag.

    Google Scholar 

  • Crecente, B. (2016). The staggering successes and abysmal failures of VR’s long, weird history. Polygon. Retrieved from http://www.polygon.com/2016/10/26/13401128/25-vr-greatest-innovators.

  • Crespo, R., García, R., & Quiroz, S. (2015). Virtual reality simulator for robotics learning. In 2015 international conference on Interactive Collaborative and Blended Learning (ICBL). Tecnológico de Monterrey, Mexico City, 9–11 Dec 2015

    Google Scholar 

  • Cruz-Neira, C., Sandin, D. J., & DeFanti, T. A. (1993). Surround-screen projection-based virtual reality: The design and implementation of the CAVE. In Proceedings of the 20th annual conference on computer graphics and interactive techniques (pp. 135–142). ACM. Anaheim, CA, USA.

    Google Scholar 

  • Donati, A. R. C., et al. (2016). Long-term training with a brain-machine interface-based gait protocol induces partial neurological recovery in paraplegic patients. Scientific Reports, 6. https://doi.org/10.1038/srep30383.

  • Fabola, A., & Miller, A. (2016). Virtual reality for early education: A study. In C. Allison et al. (Eds.), iLRN 2016, CCIS 621 (pp. 59–72). New York: Springer.

    Google Scholar 

  • Flores-Arredondo, J. H., & Assad-Kottner, C. (2015). Virtual reality: A look into the past to fuel the future. The Bulletin, 97(10), 424–426.

    Article  Google Scholar 

  • Fominykh, M., et al. (2014). Increasing immersiveness into a 3D virtual world: Motion-tracking and natural navigation in vAcademia. IERI Procedia, 7, 35–41.

    Article  Google Scholar 

  • Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. In Proceedings of eLearning and software for education (eLSE). Bucharest, 23–24 Apr 2015.

    Google Scholar 

  • Gallagher, S., & Lindgren, R. (2015). Enactive metaphors: Learning through full-body engagement. Educational Psychology Review, 27(3), 391–404.

    Article  Google Scholar 

  • Gandolfi, E., Ferdig, R. E., & Immel, Z. (2018). Educational opportunities for augmented reality. In J. Voogt, G. Knezek, R. Christensen, & K.-W. Lai (Eds.), Handbook of information technology in primary and secondary education, In the series Springer International Handbooks of Education. Cham: Springer International Publishing.

    Google Scholar 

  • Häfner, P., Häfner, V., & Ovtcharova, J. (2013). Teaching methodology for virtual reality practical course in engineering education. Procedia Computer Science, 25, 251–260.

    Article  Google Scholar 

  • Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111–127.

    Article  Google Scholar 

  • Hupont, I., Gracia, J., Sanagustín, L., & Gracia, M. A. (2015). How do new visual immersive systems influence gaming QoE? A use case of serious gaming with Oculus Rift. In Seventh international workshop on quality of multimedia experience (QoMEX). 26–29 May 2015. Pilos, Messinia, Greece.

    Google Scholar 

  • Ip, H. H. S., et al. (2016). Virtual reality enabled training for social adaptation in inclusive education settings for school-aged children with autism spectrum disorder (ASD). In S. K. S. Cheung et al. (Eds.), ICBL 2016, LNCS 975 (pp. 94–102). New York: Springer.

    Google Scholar 

  • Karutz, C. O., & Bailenson, J. N. (2015). Immersive virtual environments and the classrooms of tomorrow. In S. Shyam Sundar (Ed.), The handbook of the psychology of communication technology (pp. 290–310). Hoboken: Wiley-Blackwell.

    Google Scholar 

  • Ke, F., & Carafano, P. (2016). Collaborative science learning in an immersive flight simulation. Computers & Education, 103, 114–123.

    Article  Google Scholar 

  • Kleven, N. F., et al. (2014). Training nurses and educating the public using a virtual operating room with Oculus Rift. In International conference on virtual systems & multimedia (VSMM). 9–12 Dec 2014. Hong Kong, China.

    Google Scholar 

  • Lorenzo, G., Pomares, J., & Lledó, A. (2013). Inclusion of immersive virtual learning environments and visual control systems to support the learning of students with Asperger syndrome. Computers & Education, 62, 88–101.

    Article  Google Scholar 

  • Lorenzo, G., Lledó, A., Pomares, J., & Roig, R. (2016). Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders. Computers & Education, 98, 192–205.

    Article  Google Scholar 

  • McMahan, R. P., Bowman, D. A., Zielinski, D. J., & Brady, R. B. (2012). Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE Transactions on Visualization and Computer Graphics, 18(4), 626–633.

    Article  Google Scholar 

  • Mestre, D. R. (2005). Immersion and presence. Available at: http://www.ism.univmed.fr/mestre/projects/virtual%20reality/Pres_2005.pdf.

  • Moreira, P. M., de Oliveira, E. C., & Tori, R. (2016). Impact of immersive technology applied in computer graphics learning. V Congresso Brasileiro de Informática na Educação (CBIE 2016). Uberlandia, Minas Gerais, Brazil.

    Google Scholar 

  • Neff, G., & Nafus, D. (2016). Self-tracking. Cambridge, MA: The MIT Press.

    Google Scholar 

  • Nguyen, M. T., et al. (2016). Applying virtual reality in city planning. In S. Lackey & R. Shumaker (Eds.), VAMR 2016, LNCS 9740 (pp. 724–735). New York: Springer.

    Google Scholar 

  • North, M. M., & North, S. (2016). A comparative study of sense of presence of traditional virtual reality and immersive environments. Australasian Journal of Information Systems, 20, 1–15.

    Article  Google Scholar 

  • O’Shea, P. M., & Elliott, J. B. (2016). Augmented reality in education: An exploration and analysis of currently available educational apps. In C. Allison et al. (Eds.), iLRN 2016, CCIS 621 (pp. 147–159). New York: Springer.

    Google Scholar 

  • Passig, D., Tzuriel, D., & Eshel-Kedmi, G. (2016). Improving children’s cognitive modifiability by dynamic assessment in 3D immersive virtual reality environments. Computers & Education, 95, 296–308.

    Article  Google Scholar 

  • Pelargos, P. E., et al. (2017). Utilizing virtual and augmented reality for educational and clinical enhancements in neurosurgery. Journal of Clinical Neuroscience, 35, 1–4.

    Article  Google Scholar 

  • Profita, H., et al. (2016). The AT effect: How disability affects the perceived social acceptability of head-mounted display use. #chi4good, CHI 2016, May 07–12, San Jose.

    Google Scholar 

  • Radu, I., McCarthy, B., & Kao, Y. (2016). Discovering educational augmented reality math applications by prototyping with elementary-school teachers. IEEE Virtual Reality Conference 2016. Greenville, 19–23 Mar 2016.

    Google Scholar 

  • Randall, D., et al. (2016). The Oculus Rift virtual colonoscopy: Introducing a new technology and initial impressions. Journal of Biomedical Graphics and Computing, 6(1), 34–42.

    Google Scholar 

  • Ritz, L. T., & Buss, A. R. (2016). A framework for aligning instructional design strategies with affordances of CAVE immersive virtual reality systems. TechTrends, 60, 549–556.

    Article  Google Scholar 

  • Riva, G., & Wiederhold, B. K. (2015). The new dawn of virtual reality in health care: Medical simulation and experiential interface. Studies in Health Technology and Informatics, 219, 3–6.

    Google Scholar 

  • Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., & Alcañiz, M. (2007). Affective interactions using virtual reality: The link between presence and emotions. Cyberpsychology & Behavior, 10(1), 45–56.

    Article  Google Scholar 

  • Shayan, S., et al. (2015). The emergence of proportional reasoning from embodied interaction with a tablet application: An eye-tracking study. In Proceedings of INTED2015 conference. Madrid, 2–4 Mar 2015.

    Google Scholar 

  • Shibata, T. (2002). Head mounted display. Displays, 23(1), 57–64.

    Article  Google Scholar 

  • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence Teleoperators and Virtual Environments, 6(6), 603–616.

    Article  Google Scholar 

  • Valmaggia, L. R., Day, F., & Rus-Calafel, M. (2016). Using virtual reality to investigate psychological processes and mechanisms associated with the onset and maintenance of psychosis: A systematic review. Social Psychiatry and Psychiatric Epidemiology, 51, 921–936.

    Article  Google Scholar 

  • Webster, R. (2016). Declarative knowledge acquisition in immersive virtual learning environments. Interactive Learning Environments, 24(6), 1319–1333.

    Article  Google Scholar 

  • Wei, X., Weng, D., Liu, Y., & Wang, Y. (2015). Teaching based on augmented reality for a technical creative design course. Computers & Education, 81, 221–234.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Richard E. Ferdig .

Editor information

Editors and Affiliations

Section Editor information

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Ferdig, R.E., Gandolfi, E., Immel, Z. (2018). Educational Opportunities for Immersive Virtual Reality. In: Voogt, J., Knezek, G., Christensen, R., Lai, KW. (eds) Second Handbook of Information Technology in Primary and Secondary Education . Springer International Handbooks of Education. Springer, Cham. https://doi.org/10.1007/978-3-319-53803-7_66-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-53803-7_66-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-53803-7

  • Online ISBN: 978-3-319-53803-7

  • eBook Packages: Springer Reference EducationReference Module Humanities and Social SciencesReference Module Education

Publish with us

Policies and ethics