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VIRTUAL REALITY STUDIES IN EDUCATION: ANALYSIS OF TRENDS IN CURRENT RESEARCH

Year 2021, , 390 - 401, 15.06.2021
https://doi.org/10.17240/aibuefd.2021.21.62826-879293

Abstract

The aim of this article is to make a descriptive analysis of virtual reality studies in the field of education that have been done in the literature in the last four years. According to this purpose, the articles on Web of Science were searched using the keyword “virtual reality”. As a result of this scan, the full text of 307 articles in the field of education were reached. The data of the studied articles, were collected in the table by the researchers. The collected data were analyzed and the findings were shown with the help of some graphics. According to the findings of this research, it can be said that half of the studies in that field are experimental and applied studies. It is observed that the sample profiles are mainly composed of undergraduate students. As a research method, it has been determined that quantitative methods are the most used methods. This study is expected to contribute to other studies in the field of virtual reality in education processes.

References

  • Aktamış, H. & Arıcı, V. (2013). Sanal gerçeklik programlarının astronomi konularının öğretiminde kullanılmasının akademik başarı ve kalıcılığa etkisi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), 58-70.
  • Akkaş Baysal, E. (2019). Dil öğrenme stratejileri nasıl öğretilmeli? Uluslararası Bilim ve Eğitim Dergisi, 2(2), 72-98.
  • Allcoat, D., & Muehlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology, 26, 2140. https://doi.org/10.25304/rlt.v26.2140
  • Aydın, N. (2018). Nitel araştırma yöntemleri: Etnoloji. Uluslararası Beşeri ve Sosyal Bilimler İnceleme Dergisi, 2(2), 60-71.
  • Baykul, Y. (2009). İlköğretimde matematik öğretimi 6-8. sınıflar. Pegem Akademi Yayınları.
  • Boga, S. R. C., Kansagara, B., & Kannan, R. (2017). Integration of augmented reality and virtual reality in building information modeling: The next frontier in civil engineering education. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications, 49, 1037-1066. https://doi.org/10.4018/978-1-5225-2110-5.ch012
  • Booth, A., Sutton, A., & Papaioannou, D. (2016). Systematic approaches to a successful literature review. Sage Publications Ltd.
  • Büyüköztürk, Ş. (2005). Anket geliştirme. Türk Eğitim Bilimleri Dergisi, 3(2), 133-151.
  • Can, T. & Şimşek, İ. (2016). Eğitimde yeni teknolojiler: Sanal gerçeklik. A. İşman, H. F. Odabaşı & B. Akkoyunlu (Ed.), Eğitim teknolojleri okumaları içinde (ss. 351-362). Ayrıntı Yayınları.
  • Chastenay, P. (2016). From geocentrism to allocentrism: Teaching the phases of the moon in a digital full-dome planetarium. Research in Science Education, 46(1), 43-77. https://doi.org/ 10.1007/s11165-015-9460-3
  • Chen, Z., Liu, L., Qi, X., & Geng, J. (2016). Digital mining technology-based teaching mode for mining engineering. International Journal of Emerging Technologies in Learning, 11(10), 47-52. https://doi.org/10.3991/ijet.v11i10.6271
  • Çavaş, B., Çavaş, P. H. & Can, B. T. (2004). Eğitimde sanal gerçeklik. TOJET: The Turkish Online Journal of Educational Technology, 3(4), 110-116.
  • Demi̇rkaya, H. & Sarpel, E. (2018). Eğitim ve geliştirme uygulamalarında yeni nesil bilişim teknolojilerinden sanal gerçeklik, bulut bilişim ve yapay zeka. Karadeniz Uluslararası Bilimsel Dergi, 40, 231-245. https://10.17498/kdeniz.460145
  • Halabi, O., El-Seoud, S. A., Alja’am, J. M., Alpona, H., Al-Hemadi, M., & Al-Hassan, D. (2017). Design of immersive virtual reality system to improve communication skills in individuals with autism. International Journal of Emerging Technologies in Learning, 5, 50-64. https://doi.org/10.3991/ijet.v12i05.6766
  • Hsiao, H.-S., & Chen, J.-C. (2016). Using a gesture interactive game-based learning approach to improve preschool children's learning performance and motor skills. Computers & Education, 95, 151-162. https://doi.org/10.1016/j.compedu.2016.01.005
  • Ip, H. H. S., Lai, C. H.-Y., Wong, S. W. L., Tsui, J. K. Y., Li, R. C., Lau, K. S.-Y., & Chan D. F. Y. (2017). Visuospatial attention in children with autism spectrum disorder: A comparison between 2-D and 3-D environments. Cogent Education, 4, 1-13. https://doi.org/10.1080/2331186X.2017.1307709
  • Ijaz, K., Bogdanovych, A., & Trescak, T. (2016). Virtual worlds vs books and videos in history education. Interactive Learning Environments, 25(7), 904–929. https://doi.org/10.1080/10494820.2016.1225099
  • Karaoğlan Yılmaz, F. G. & Yılmaz, R. (2019a, Mart 21-24). Sanal gerçeklik uygulamalarının eğitimde kullanımına ilişkin öğretmen adaylarının görüşlerinin incelenmesi. III. International Congress on Science and Education (UBEK ICSE 2019), Afyonkarahisar, Turkey.
  • Karasar, N. (2012). Bilimsel araştırma yöntemi (23. Baskı). Nobel Yayınları.
  • Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in Science and Technology Education, 10(2), 85-119.
  • Kayabaşı, Y. (2005). Sanal gerçeklik ve eğitim amaçlı kullanılması. The Turkish Online Journal of Educational Technology, 4, 151-158.
  • Li, H. (2017). Design of multimedia teaching platform for Chinese folk art performance based on virtual reality technology. International Journal of Emerging Technologies in Learning, 12, 28-40. https://doi.org/10.3991/ijet.v12.i09.7487
  • Liou, H.-H., Yang, S. J. H., Chen, S., & Tarng, W. (2016). The influences of the 2d image-based augmented reality and virtual reality on student learning. Educational Technology & Society, 20(3), 110–121.
  • Main, S., O'Rourke, J., Morris, J., & Dunjey, H. (2016). Focus on the journey, not the destination: Digital games and students with disability. Issues in Educational Research, 26(2), 315-331.
  • Mawer, M. (2016). Observational practice in virtual worlds: Revisiting and expanding the methodological discussion. International Journal of Social Research Methodology, 19(2), 161-176. https://doi.org/10.1080/13645579.2014.936738
  • Mottelson, A., & Hornbæk, K. (2017, November). Virtual reality studies outside the laboratory. Proceedings of the 23rd acm symposium on virtual reality software and technology (pp. 1-10), University of Copenhagen. https://doi.org/10.1145/3139131.3139141
  • Ocakoğlu, O. (2020). Fiziksel aktivite içeren sanal gerçeklik oyunu oynayanların egzersiz motivasyonlarının incelenmesi. Eurasian Research in Sport Science, 5(1), 44-59.
  • Pantelidis, V. S. (2010). 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, 2(1-2), 59-70.
  • Reitz, L., Sohny, H., & Lochmann, G. (2016). VR-Based gamification of communication training and oral examination in a second language. International Journal of Game-Based Learning, 6(2), 46-61. https://doi.org/10.4018/978-1-5225-7663-1.ch038
  • Rupp, M., Odette, K. L., Kozachuk, J., Michaelis, J., Smither, J., & McConnell, D. (2019). Investigating learning outcomes and subjective experiences in 360-degree videos. Computers & Education, 128, 256-268. https://doi.org/10.1016/j.compedu.2018.09.015
  • Smith, S. J., Farra, S., Ulrich, D. L., Hodgson, E., Nicely, S., & Matcham, W. (2016). Learning and retention using virtual reality in a decontamination simulation. Nursing Education Perspectives, 37(4), 211-214. https://doi.org/10.1097/01. NEP.0000000000000035
  • Şimşek, İ. & Tuncer, C. (2019). Yüksek öğretimde sanal gerçeklik kullanımı ile ilgili yapılan araştırmalara yönelik içerik analizi. Folklor/Edebiyat, 25(97), 77-90. https://doi.org/10.22559/folklor.928
  • Urun, M. F., Aksoy, H., & Comez, R. (2017). Supporting foreign language vocabulary learning through kinect-based gaming. International Journal of Game-Based Learning, 7(1), 20-35. https://doi.org/10.4018/IJGBL.2017010102
  • Ustun, A. B., Yilmaz, R., & Karaoglan Yilmaz, F. G. (2020). Virtual reality in medical education. In F. Almeida, J. Bennett, J. Elliott, A. Khan, V. Ponnusamy, I. Tavassoly & R. Yilmaz (Eds.), Mobile devices and smart gadgets in medical sciences (pp. 56-73). IGI Global. https://doi.org/10.4018/978-1-7998-2521-0.ch004
  • Yao, J., Chen, W., Shao, J., Tang, X., & Li, Y. (2018). Usability evaluation of network course interface and research on teaching method in virtual reality situation. Kuram ve Uygulamada Egitim Bilimleri, 18(5), 2527-2532. https://doi.org/10.12738/estp.2018.5.154
  • Yeom, S., Choi-Lundberg, D., Fluck, A., & Sale, A. (2017). Factors influencing undergraduate students’ acceptance of a haptic interface for learning gross anatomy. Interactive Technology and Smart Education, 14(1), 50-66.
  • Yılmaz, R. & Karaoğlan Yılmaz, F. G. (2019, Eylül 12-14). Elektronik spor (e-spor) hakkında spor bilimleri fakültesi öğrencilerinin görüşlerinin incelenmesi. II. Uluslararası Eğitimde ve Kültürde Akademik Çalışmalar Sempozyumu (I-SASEC 2019), Mersin, Türkiye.
  • Zhang, D., Zhou, L., Briggs, R. O., & Nunamaker, J. F. (2006). Instructional video in e-learning: Assessing the impact of interactive video on learning effectiveness. Information & Management, 43(1), 15-27. https://doi.org/10.1016/j.im.2005.01.004

EĞİTİMDE SANAL GERÇEKLİK ÇALIŞMALARI: GÜNCEL ARAŞTIRMALARDAKİ EĞİLİMLERİN ANALİZİ

Year 2021, , 390 - 401, 15.06.2021
https://doi.org/10.17240/aibuefd.2021.21.62826-879293

Abstract

Bu makalenin amacı, son dört yıllık süreçte alanyazında yapılmış olan, eğitim alanındaki sanal gerçeklik çalışmalarının betimsel olarak analizini yapmaktır. Bu doğrultuda Web of Science üzerinde yer alan makaleler, “virtual reality” anahtar kelimesi kullanılarak taranmıştır. Bu tarama sonucunda, eğitim alanında 307 makalenin tam metnine ulaşılmıştır. İncelenen çalışmalara ait veriler araştırmacılar tarafından tabloda toplanmıştır. Toplanan verilerin analizi yapılarak, bulgular grafikler yardımıyla gösterilmiştir. Araştırma sonucu elde edilen bulgulara göre çalışmaların yarısının deneysel ve uygulamalı çalışmalar olduğu söylenebilir. Örneklem profillerini ağırlıklı olarak lisans öğrencilerinin oluşturduğu görülmektedir. Araştırma yöntemi olarak nicel yöntemlerin en çok kullanılan yöntem olduğu tespit edilmiştir. Bu çalışmanın, eğitim ve öğretim süreçlerinde sanal gerçeklik alanında yapılacak olan diğer çalışmalara katkı sağlaması beklenmektedir.

References

  • Aktamış, H. & Arıcı, V. (2013). Sanal gerçeklik programlarının astronomi konularının öğretiminde kullanılmasının akademik başarı ve kalıcılığa etkisi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), 58-70.
  • Akkaş Baysal, E. (2019). Dil öğrenme stratejileri nasıl öğretilmeli? Uluslararası Bilim ve Eğitim Dergisi, 2(2), 72-98.
  • Allcoat, D., & Muehlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology, 26, 2140. https://doi.org/10.25304/rlt.v26.2140
  • Aydın, N. (2018). Nitel araştırma yöntemleri: Etnoloji. Uluslararası Beşeri ve Sosyal Bilimler İnceleme Dergisi, 2(2), 60-71.
  • Baykul, Y. (2009). İlköğretimde matematik öğretimi 6-8. sınıflar. Pegem Akademi Yayınları.
  • Boga, S. R. C., Kansagara, B., & Kannan, R. (2017). Integration of augmented reality and virtual reality in building information modeling: The next frontier in civil engineering education. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications, 49, 1037-1066. https://doi.org/10.4018/978-1-5225-2110-5.ch012
  • Booth, A., Sutton, A., & Papaioannou, D. (2016). Systematic approaches to a successful literature review. Sage Publications Ltd.
  • Büyüköztürk, Ş. (2005). Anket geliştirme. Türk Eğitim Bilimleri Dergisi, 3(2), 133-151.
  • Can, T. & Şimşek, İ. (2016). Eğitimde yeni teknolojiler: Sanal gerçeklik. A. İşman, H. F. Odabaşı & B. Akkoyunlu (Ed.), Eğitim teknolojleri okumaları içinde (ss. 351-362). Ayrıntı Yayınları.
  • Chastenay, P. (2016). From geocentrism to allocentrism: Teaching the phases of the moon in a digital full-dome planetarium. Research in Science Education, 46(1), 43-77. https://doi.org/ 10.1007/s11165-015-9460-3
  • Chen, Z., Liu, L., Qi, X., & Geng, J. (2016). Digital mining technology-based teaching mode for mining engineering. International Journal of Emerging Technologies in Learning, 11(10), 47-52. https://doi.org/10.3991/ijet.v11i10.6271
  • Çavaş, B., Çavaş, P. H. & Can, B. T. (2004). Eğitimde sanal gerçeklik. TOJET: The Turkish Online Journal of Educational Technology, 3(4), 110-116.
  • Demi̇rkaya, H. & Sarpel, E. (2018). Eğitim ve geliştirme uygulamalarında yeni nesil bilişim teknolojilerinden sanal gerçeklik, bulut bilişim ve yapay zeka. Karadeniz Uluslararası Bilimsel Dergi, 40, 231-245. https://10.17498/kdeniz.460145
  • Halabi, O., El-Seoud, S. A., Alja’am, J. M., Alpona, H., Al-Hemadi, M., & Al-Hassan, D. (2017). Design of immersive virtual reality system to improve communication skills in individuals with autism. International Journal of Emerging Technologies in Learning, 5, 50-64. https://doi.org/10.3991/ijet.v12i05.6766
  • Hsiao, H.-S., & Chen, J.-C. (2016). Using a gesture interactive game-based learning approach to improve preschool children's learning performance and motor skills. Computers & Education, 95, 151-162. https://doi.org/10.1016/j.compedu.2016.01.005
  • Ip, H. H. S., Lai, C. H.-Y., Wong, S. W. L., Tsui, J. K. Y., Li, R. C., Lau, K. S.-Y., & Chan D. F. Y. (2017). Visuospatial attention in children with autism spectrum disorder: A comparison between 2-D and 3-D environments. Cogent Education, 4, 1-13. https://doi.org/10.1080/2331186X.2017.1307709
  • Ijaz, K., Bogdanovych, A., & Trescak, T. (2016). Virtual worlds vs books and videos in history education. Interactive Learning Environments, 25(7), 904–929. https://doi.org/10.1080/10494820.2016.1225099
  • Karaoğlan Yılmaz, F. G. & Yılmaz, R. (2019a, Mart 21-24). Sanal gerçeklik uygulamalarının eğitimde kullanımına ilişkin öğretmen adaylarının görüşlerinin incelenmesi. III. International Congress on Science and Education (UBEK ICSE 2019), Afyonkarahisar, Turkey.
  • Karasar, N. (2012). Bilimsel araştırma yöntemi (23. Baskı). Nobel Yayınları.
  • Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in Science and Technology Education, 10(2), 85-119.
  • Kayabaşı, Y. (2005). Sanal gerçeklik ve eğitim amaçlı kullanılması. The Turkish Online Journal of Educational Technology, 4, 151-158.
  • Li, H. (2017). Design of multimedia teaching platform for Chinese folk art performance based on virtual reality technology. International Journal of Emerging Technologies in Learning, 12, 28-40. https://doi.org/10.3991/ijet.v12.i09.7487
  • Liou, H.-H., Yang, S. J. H., Chen, S., & Tarng, W. (2016). The influences of the 2d image-based augmented reality and virtual reality on student learning. Educational Technology & Society, 20(3), 110–121.
  • Main, S., O'Rourke, J., Morris, J., & Dunjey, H. (2016). Focus on the journey, not the destination: Digital games and students with disability. Issues in Educational Research, 26(2), 315-331.
  • Mawer, M. (2016). Observational practice in virtual worlds: Revisiting and expanding the methodological discussion. International Journal of Social Research Methodology, 19(2), 161-176. https://doi.org/10.1080/13645579.2014.936738
  • Mottelson, A., & Hornbæk, K. (2017, November). Virtual reality studies outside the laboratory. Proceedings of the 23rd acm symposium on virtual reality software and technology (pp. 1-10), University of Copenhagen. https://doi.org/10.1145/3139131.3139141
  • Ocakoğlu, O. (2020). Fiziksel aktivite içeren sanal gerçeklik oyunu oynayanların egzersiz motivasyonlarının incelenmesi. Eurasian Research in Sport Science, 5(1), 44-59.
  • Pantelidis, V. S. (2010). 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, 2(1-2), 59-70.
  • Reitz, L., Sohny, H., & Lochmann, G. (2016). VR-Based gamification of communication training and oral examination in a second language. International Journal of Game-Based Learning, 6(2), 46-61. https://doi.org/10.4018/978-1-5225-7663-1.ch038
  • Rupp, M., Odette, K. L., Kozachuk, J., Michaelis, J., Smither, J., & McConnell, D. (2019). Investigating learning outcomes and subjective experiences in 360-degree videos. Computers & Education, 128, 256-268. https://doi.org/10.1016/j.compedu.2018.09.015
  • Smith, S. J., Farra, S., Ulrich, D. L., Hodgson, E., Nicely, S., & Matcham, W. (2016). Learning and retention using virtual reality in a decontamination simulation. Nursing Education Perspectives, 37(4), 211-214. https://doi.org/10.1097/01. NEP.0000000000000035
  • Şimşek, İ. & Tuncer, C. (2019). Yüksek öğretimde sanal gerçeklik kullanımı ile ilgili yapılan araştırmalara yönelik içerik analizi. Folklor/Edebiyat, 25(97), 77-90. https://doi.org/10.22559/folklor.928
  • Urun, M. F., Aksoy, H., & Comez, R. (2017). Supporting foreign language vocabulary learning through kinect-based gaming. International Journal of Game-Based Learning, 7(1), 20-35. https://doi.org/10.4018/IJGBL.2017010102
  • Ustun, A. B., Yilmaz, R., & Karaoglan Yilmaz, F. G. (2020). Virtual reality in medical education. In F. Almeida, J. Bennett, J. Elliott, A. Khan, V. Ponnusamy, I. Tavassoly & R. Yilmaz (Eds.), Mobile devices and smart gadgets in medical sciences (pp. 56-73). IGI Global. https://doi.org/10.4018/978-1-7998-2521-0.ch004
  • Yao, J., Chen, W., Shao, J., Tang, X., & Li, Y. (2018). Usability evaluation of network course interface and research on teaching method in virtual reality situation. Kuram ve Uygulamada Egitim Bilimleri, 18(5), 2527-2532. https://doi.org/10.12738/estp.2018.5.154
  • Yeom, S., Choi-Lundberg, D., Fluck, A., & Sale, A. (2017). Factors influencing undergraduate students’ acceptance of a haptic interface for learning gross anatomy. Interactive Technology and Smart Education, 14(1), 50-66.
  • Yılmaz, R. & Karaoğlan Yılmaz, F. G. (2019, Eylül 12-14). Elektronik spor (e-spor) hakkında spor bilimleri fakültesi öğrencilerinin görüşlerinin incelenmesi. II. Uluslararası Eğitimde ve Kültürde Akademik Çalışmalar Sempozyumu (I-SASEC 2019), Mersin, Türkiye.
  • Zhang, D., Zhou, L., Briggs, R. O., & Nunamaker, J. F. (2006). Instructional video in e-learning: Assessing the impact of interactive video on learning effectiveness. Information & Management, 43(1), 15-27. https://doi.org/10.1016/j.im.2005.01.004
There are 38 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Eren Özeren 0000-0001-9444-9009

Ergin Tosunoğlu 0000-0002-4345-1173

Mehmet Fatih Pekyürek 0000-0002-4345-1173

Neşet Seyhan 0000-0002-8037-0671

Fatma Gizem Karaoğlan Yılmaz 0000-0003-4963-8083

Publication Date June 15, 2021
Submission Date February 12, 2021
Published in Issue Year 2021

Cite

APA Özeren, E., Tosunoğlu, E., Pekyürek, M. F., Seyhan, N., et al. (2021). EĞİTİMDE SANAL GERÇEKLİK ÇALIŞMALARI: GÜNCEL ARAŞTIRMALARDAKİ EĞİLİMLERİN ANALİZİ. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 21(2), 390-401. https://doi.org/10.17240/aibuefd.2021.21.62826-879293