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.
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.
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.
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.
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.
Calleja, G. (2011). In-game. From immersion to incorporation. Cambridge, MA: The MIT Press.
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.
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.
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.
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., GarcÃa, 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
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.
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.
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.
Fominykh, M., et al. (2014). Increasing immersiveness into a 3D virtual world: Motion-tracking and natural navigation in vAcademia. IERI Procedia, 7, 35–41.
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.
Gallagher, S., & Lindgren, R. (2015). Enactive metaphors: Learning through full-body engagement. Educational Psychology Review, 27(3), 391–404.
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.
Häfner, P., Häfner, V., & Ovtcharova, J. (2013). Teaching methodology for virtual reality practical course in engineering education. Procedia Computer Science, 25, 251–260.
Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111–127.
Hupont, I., Gracia, J., SanagustÃn, 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.
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.
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.
Ke, F., & Carafano, P. (2016). Collaborative science learning in an immersive flight simulation. Computers & Education, 103, 114–123.
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.
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.
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.
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.
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.
Neff, G., & Nafus, D. (2016). Self-tracking. Cambridge, MA: The MIT Press.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Shibata, T. (2002). Head mounted display. Displays, 23(1), 57–64.
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.
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.
Webster, R. (2016). Declarative knowledge acquisition in immersive virtual learning environments. Interactive Learning Environments, 24(6), 1319–1333.
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.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Section Editor information
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this entry
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