Systematic Reviews and Meta Analysis
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Year 2022, Volume: 9 Issue: 3, 111 - 131, 01.05.2022
https://doi.org/10.17275/per.22.57.9.3

Abstract

References

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  • Fu, Y., & Li, Q. (2020, April). Immersive Virtual Reality for Fire Safety Behavioural Skills Training via Gesture-based Technology. In IOP Conference Series: Materials Science and Engineering (Vol. 825, No. 1, p. 012015). IOP Publishing.
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  • Higgins, J. P., Thompson, S. G., & Spiegelhalter, D. J. (2009). A re‐evaluation of random‐effects meta‐analysis. Journal of the Royal Statistical Society: Series A (Statistics in Society), 172(1), 137-159.
  • Hilfert, T., & König, M. (2016). Low-cost virtual reality environment for engineering and construction. Visualization in Engineering, 4(1), 1-18.
  • *Huang, H. L., Hwang, G. J., & Chang, C. Y. (2020). Learning to be a writer: A spherical video‐based virtual reality approach to supporting descriptive article writing in high school Chinese courses. British Journal of Educational Technology, 51(4), 1386-1405.
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The Effects of Immersive Virtual Reality Environments on Students' Academic Achievement: A Meta-analytical and Meta-thematic Study

Year 2022, Volume: 9 Issue: 3, 111 - 131, 01.05.2022
https://doi.org/10.17275/per.22.57.9.3

Abstract

The objective of this study is to ascertain the effects of immersive virtual reality environments on students’ academic achievement utilizing quantitative and qualitative approaches. First, databases of Web of Science, Google Scholar, ERIC, Proquest, YÖK Thesis Center, and ULAKBİM of Turkey were searched, and 31 studies (23 journal papers and 8 theses) were selected for the meta-analysis. In this context, the overall effect size on students' academic achievement was analyzed with the CMA program using subject area and grade level moderator variables. In the second part, content analysis was performed using the ATLAS.ti program for 8 studies selected for the meta-thematic analysis. it was found that immersive virtual reality environments had a positive, moderate (d = 0.526) effect on students' academic achievement. After the meta-thematic analysis, it was observed that immersive virtual reality environments had many positive effects on students' cognitive, affective, and psychomotor skills and that created a perception of reality and sense of presence in students, facilitates learning, increases motivation, creates a safe and interactive learning environment and make many contributions to learning. In addition, it was determined that there may be problems such as technical problems and health problems during the environments, and it was stated that measures should be taken.

References

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  • *Civelek, T., Ucar, E., Ustunel, H., & Aydın, M. K. (2014). Effects of a haptic augmented simulation on K-12 students’ achievement and their attitudes towards physics. Eurasia Journal of Mathematics, Science and Technology Education, 10(6), 565-574.
  • Cohen, L., Manion, L., & Morrison, K. (2007). Research methods in education. Routledge. https://doi.org/10.4324/9780203029053. Crochet, P., Aggarwal, R., Dubb, S. S., Ziprin, P., Rajaretnam, N., Grantcharov, T., ... & Darzi, A. (2011). Deliberate practice on a virtual reality laparoscopic simulator enhances the quality of surgical technical skills. Annals of surgery, 253(6), 1216-1222.
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  • Egger, M., Smith, G. D., Schneider, M. & Minder, C. (1997). Bias in meta-analysis detected by a simple, graphical test. Bmj, 315(7109), 629-634.
  • El-Mounayri, H., Rogers, C., Fernandez, E., & Satterwhite, J. C. (2016). Assessment of STEM e-Learning in an immersive virtual reality (VR) environment. Paper presented at 2016 ASEE Annual Conference & Exposition, New Orleans, Louisiana.
  • Fabris, C. P., Rathner, J. A., Fong, A. Y., & Sevigny, C. P. (2019). Virtual Reality in Higher Education. International Journal of Innovation in Science and Mathematics Education, 27(8).
  • Finkelstein, S., Nickel, A., Lipps, Z., Barnes, T., Wartell, Z., & Suma, E. A. (2011). Astrojumper: Motivating exercise with an immersive virtual reality exergame. Presence: Teleoperators and Virtual Environments, 20(1), 78-92.
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There are 87 citations in total.

Details

Primary Language English
Subjects Special Education and Disabled Education
Journal Section Research Articles
Authors

Muhterem Akgün 0000-0002-5915-013X

Bünyamin Atıcı 0000-0003-0472-0219

Publication Date May 1, 2022
Acceptance Date November 2, 2021
Published in Issue Year 2022 Volume: 9 Issue: 3

Cite

APA Akgün, M., & Atıcı, B. (2022). The Effects of Immersive Virtual Reality Environments on Students’ Academic Achievement: A Meta-analytical and Meta-thematic Study. Participatory Educational Research, 9(3), 111-131. https://doi.org/10.17275/per.22.57.9.3