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Virtual Reality (VR) in Education: The Case in Türkiye

Yıl 2023, Cilt: 12 Sayı: 3, 604 - 617, 11.07.2023
https://doi.org/10.14686/buefad.1285901

Öz

The current study aims to identify and analyse the scientific literature to find the primary focuses and findings of the research studies regarding virtual reality (VR) in education in Türkiye. Also, it searches for the strengths and weaknesses of VR use in education in Türkiye. For this purpose, the present study adopted a systematic review methodology. The research studies, conducted from 2013 to 2022, indexed in the SCOPUS, ERIC, and Web of Science (WoS) were analysed in line with predetermined criteria. The results revealed that VR use in education contributes to students' academic achievement, motivation, permanent learning, class attitude, participation, positive thought, thinking skill, encourage, etc. Also, the results indicated that VR is more effective in education when applied as an alternative training method than traditional teaching methods. Additionally, the study identified several strengths and weaknesses of VR use in education in Türkiye. This study found that the important factors affecting the weaknesses of VR are cost, isolation from real world, online safety, student access, technology gap and security. Based on these findings, the current study could provide information for both future research studies and education contexts concerning VR-based implementations in education.

Kaynakça

  • Abulrub, A. G., Attridge, A., & Williams, M. A. (2011). Virtual reality in engineering education: The future of creative learning. International Journal of Emerging Technologies in Learning, 6(4), 4–11. https://doi.org/10.3991/IJET.V6I4.1766
  • Aggarwal, R., Ward, J., Balasundaram, I., Sains, P., Athanasiou, T., & Darzi, A. (2007). Proving the effectiveness of virtual reality simulation for training in laparoscopic surgery. Annals of Surgery, 246(5), 771–779. https://doi.org/10.1097/SLA.0B013E3180F61B09
  • Akbulut, A., Catal, C., & Yıldız, B. (2018). On the effectiveness of virtual reality in the education of software engineering. Computer Applications in Engineering Education, 26(4), 918–927. https://doi.org/10.1002/CAE.21935
  • Akman, E., & Çakir, R. (2019). Pupils’ opinions on an educational virtual reality game in terms of flow experience. International Journal of Emerging Technologies in Learning, 14(15), 121–137. https://doi.org/10.3991/IJET.V14I15.10576
  • Akman, E., & Çakır, R. (2020). The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics. Interactive Learning Environments, 1–18. https://doi.org/10.1080/10494820.2020.1841800
  • Alhalabi, W. S. (2016). Virtual reality systems enhance students’ achievements in engineering education. Behaviour and Information Technology, 35(11), 919–925. https://doi.org/10.1080/0144929X.2016.1212931
  • Altan, B., Gürer, S., Alsamarei, A., Demir, D. K., Düzgün, H. Ş., Erkayaoğlu, M., & Surer, E. (2022). Developing serious games for CBRN-e training in mixed reality, virtual reality, and computer-based environments. International Journal of Disaster Risk Reduction, 77, 103022. https://doi.org/10.1016/J.IJDRR.2022.103022
  • Araiza-Alba, P., Keane, T., & Kaufman, J. (2022). Are we ready for virtual reality in K–12 classrooms? Technology, Pedagogy and Education, 31(4), 471–491. https://doi.org/10.1080/1475939X.2022.2033307
  • Artun, H., Durukan, A., & Temur, A. (2020). Effects of virtual reality enriched science laboratory activities on pre-service science teachers’ science process skills. Education and Information Technologies, 25(6), 5477–5498. https://doi.org/10.1007/S10639-020-10220-5
  • Aydın, S. (2021). A systematic review of research on teaching anxiety. Aydin, S. International Online Journal of Education and Teaching (IOJET), 8(2), 730–761.
  • Bayram, S. B., & Caliskan, N. (2019). Effect of a game-based virtual reality phone application on tracheostomy care education for nursing students: A randomized controlled trial. Nurse Education Today, 79, 25–31. https://doi.org/10.1016/J.NEDT.2019.05.010
  • Berg, L. P., & Vance, J. M. (2017). Industry use of virtual reality in product design and manufacturing: A survey. Virtual Reality, 21(1), 1–17. https://doi.org/10.1007/S10055-016-0293-9/TABLES/9
  • Burdea, G., & Coiffet, P. (2003). Virtual reality technology. Presence: Teleoperators and Virtual Environments, 12(6), 663–664. https://doi.org/10.1162/105474603322955950
  • Büyüksalih, G., Kan, T., Özkan, G. E., Meriç, M., Isın, L., & Kersten, T. P. (2020). Preserving the knowledge of the past through virtual visits: From 3D laser scanning to virtual reality visualisation at the istanbul çatalca inceğiz caves. PFG - Journal of Photogrammetry, Remote Sensing and Geoinformation Science, 88(2), 133–146. https://doi.org/10.1007/S41064-020-00091-3
  • Cagiltay, N. E., Ozcelik, E., Berker, M., & Menekse Dalveren, G. G. (2019). The underlying reasons of the navigation control effect on performance in a virtual reality endoscopic surgery training simulator. International Journal of Human-Computer Interaction, 35(15), 1396–1403. https://doi.org/10.1080/10447318.2018.1533151
  • Çakiroğlu, Ü., & Gökoğlu, S. (2019). Development of fire safety behavioral skills via virtual reality. Computers and Education, 133, 56–68. https://doi.org/10.1016/J.COMPEDU.2019.01.014
  • Çakıroğlu, Ü., Aydın, M., Özkan, A., Turan, Ş., & Cihan, A. (2021). Perceived learning in virtual reality and animation-based learning environments: A case of the understanding our body topic. Education and Information Technologies, 26(5), 5109–5126. https://doi.org/10.1007/s10639-021-10522-2
  • Çalişkan, O. (2011). Virtual field trips in education of earth and environmental sciences. Procedia - Social and Behavioral Sciences, 15, 3239–3243. https://doi.org/10.1016/J.SBSPRO.2011.04.278
  • Çankaya, S. (2019). Use of VR Headsets in Education: A Systematic Review Study. Journal of Educational Technology and Online Learning, 2(1), 74–88. https://doi.org/10.31681/jetol.518275
  • Chang, Y.-S., Chou, C.-H., Chuang, M.-J., Li, W.-H., & Tsai, I.-F. (2020). Effects of virtual reality on creative design performance and creative experiential learning. Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2020.1821717
  • Cheng, K. H., & Tsai, C. C. (2019). A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors. Computers & Education, 140, 103600. https://doi.org/10.1016/J.COMPEDU.2019.103600
  • Chi, M. Te, Lin, S. S., Chen, S. Y., Lin, C. H., & Lee, T. Y. (2015). Morphable word clouds for time-varying text data visualization. IEEE Transactions on Visualization and Computer Graphics, 21(12), 1415–1426. https://doi.org/10.1109/TVCG.2015.2440241
  • Cho, Y. H., Lim, K. Y. T., Young, D., & Cho, H. (2017). Effectiveness of collaborative learning with 3D virtual worlds. British Journal of Educational Technology, 48(1), 202–211. https://doi.org/10.1111/BJET.12356
  • Civelek, T., Ucar, E., Ustunel, H., & Aydin, M. K. (2014). Effects of a haptic augmented simulation on K-12 students’ achievement and their attitudes towards physics. EURASIA Journal of Mathematics, Science & Technology Education, 10(6), 565–574. https://doi.org/10.12973/EURASIA.2014.1122A
  • Çoban, M., Akçay, N. O., & Çelik, İ. (2022). Using virtual reality technologies in STEM education: ICT pre-service teachers’ perceptions. Knowledge Management & E-Learning: An International Journal, 14(3), 269–285. https://doi.org/10.34105/J.KMEL.2022.14.015
  • Çoban, M., & Göksu, İ. (2022). Using virtual reality learning environments to motivate and socialize undergraduates in distance learning. Participatory Educational Research, 9(2), 199–218. https://doi.org/10.17275/PER.22.36.9.2
  • Çoban, M., & Kayserili, A. (2021). Exploring the “presence” of prospective teachers in the virtual reality environment: A qualitative study. Computers in the Schools, 38(2), 142–159. https://doi.org/10.1080/07380569.2021.1911555
  • Denyer, D., & Tranfield, D. (2009). Producing a systematic review. In D. A. Buchanan & A. Bryman (Eds.), The Sage handbook of organizational research methods (pp. 671–689). Sage Publications Ltd. Doganyigit, S., & Islim, O. F. (2021). Virtual reality in vocal training: A case study. Music Education Research, 23(3), 391–401. https://doi.org/10.1080/14613808.2021.1879035
  • Gallagher, A. G., Ritter, E. M., Champion, H., Higgins, G., Fried, M. P., Moses, G., Smith, C. D., & Satava, R. M. (2005). Virtual reality simulation for the operating room: Proficiency-based training as a paradigm shift in surgical skills training. Annals of Surgery, 241(2), 364–372. https://doi.org/10.1097/01.sla.0000151982.85062.80
  • Garg, G., Kuts, V., & Anbarjafari, G. (2021). Digital twin for fanuc robots: Industrial robot programming and simulation using virtual reality. Sustainability (Switzerland), 13(18). https://doi.org/10.3390/SU131810336
  • Given, L. (2008). The SAGE Encyclopedia of Qualitative Research Methods. In The SAGE Encyclopedia of Qualitative Research Methods. SAGE Publications, Inc. https://doi.org/10.4135/9781412963909
  • Harris, J. D., Quatman, C. E., Manring, M. M., Siston, R. A., & Flanigan, D. C. (2014). How to write a systematic review. American Journal of Sports Medicine, 42(11), 2761–2768. https://doi.org/10.1177/0363546513497567/ASSET/IMAGES/LARGE/10.1177_0363546513497567-FIG2.JPEG
  • Jiang, D., & Zhang, L. J. (2020). Collaborating with “familiar” strangers in mobile-assisted environments: The effect of socializing activities on learning EFL writing. Comput. Educ., 150, 103841. https://doi.org/10.1016/J.COMPEDU.2020.103841
  • Kickmeier-Rust, M. D., Hann, P., & Leitner, M. (2019). Increasing learning motivation: An empirical study of VR effects on the vocational training of bank clerks. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 11863 LNCS, 111–118. https://doi.org/10.1007/978-3-030-34644-7_9
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Eğitimde Sanal Gerçeklik (SG): Türkiye’deki Durum

Yıl 2023, Cilt: 12 Sayı: 3, 604 - 617, 11.07.2023
https://doi.org/10.14686/buefad.1285901

Öz

Kaynakça

  • Abulrub, A. G., Attridge, A., & Williams, M. A. (2011). Virtual reality in engineering education: The future of creative learning. International Journal of Emerging Technologies in Learning, 6(4), 4–11. https://doi.org/10.3991/IJET.V6I4.1766
  • Aggarwal, R., Ward, J., Balasundaram, I., Sains, P., Athanasiou, T., & Darzi, A. (2007). Proving the effectiveness of virtual reality simulation for training in laparoscopic surgery. Annals of Surgery, 246(5), 771–779. https://doi.org/10.1097/SLA.0B013E3180F61B09
  • Akbulut, A., Catal, C., & Yıldız, B. (2018). On the effectiveness of virtual reality in the education of software engineering. Computer Applications in Engineering Education, 26(4), 918–927. https://doi.org/10.1002/CAE.21935
  • Akman, E., & Çakir, R. (2019). Pupils’ opinions on an educational virtual reality game in terms of flow experience. International Journal of Emerging Technologies in Learning, 14(15), 121–137. https://doi.org/10.3991/IJET.V14I15.10576
  • Akman, E., & Çakır, R. (2020). The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics. Interactive Learning Environments, 1–18. https://doi.org/10.1080/10494820.2020.1841800
  • Alhalabi, W. S. (2016). Virtual reality systems enhance students’ achievements in engineering education. Behaviour and Information Technology, 35(11), 919–925. https://doi.org/10.1080/0144929X.2016.1212931
  • Altan, B., Gürer, S., Alsamarei, A., Demir, D. K., Düzgün, H. Ş., Erkayaoğlu, M., & Surer, E. (2022). Developing serious games for CBRN-e training in mixed reality, virtual reality, and computer-based environments. International Journal of Disaster Risk Reduction, 77, 103022. https://doi.org/10.1016/J.IJDRR.2022.103022
  • Araiza-Alba, P., Keane, T., & Kaufman, J. (2022). Are we ready for virtual reality in K–12 classrooms? Technology, Pedagogy and Education, 31(4), 471–491. https://doi.org/10.1080/1475939X.2022.2033307
  • Artun, H., Durukan, A., & Temur, A. (2020). Effects of virtual reality enriched science laboratory activities on pre-service science teachers’ science process skills. Education and Information Technologies, 25(6), 5477–5498. https://doi.org/10.1007/S10639-020-10220-5
  • Aydın, S. (2021). A systematic review of research on teaching anxiety. Aydin, S. International Online Journal of Education and Teaching (IOJET), 8(2), 730–761.
  • Bayram, S. B., & Caliskan, N. (2019). Effect of a game-based virtual reality phone application on tracheostomy care education for nursing students: A randomized controlled trial. Nurse Education Today, 79, 25–31. https://doi.org/10.1016/J.NEDT.2019.05.010
  • Berg, L. P., & Vance, J. M. (2017). Industry use of virtual reality in product design and manufacturing: A survey. Virtual Reality, 21(1), 1–17. https://doi.org/10.1007/S10055-016-0293-9/TABLES/9
  • Burdea, G., & Coiffet, P. (2003). Virtual reality technology. Presence: Teleoperators and Virtual Environments, 12(6), 663–664. https://doi.org/10.1162/105474603322955950
  • Büyüksalih, G., Kan, T., Özkan, G. E., Meriç, M., Isın, L., & Kersten, T. P. (2020). Preserving the knowledge of the past through virtual visits: From 3D laser scanning to virtual reality visualisation at the istanbul çatalca inceğiz caves. PFG - Journal of Photogrammetry, Remote Sensing and Geoinformation Science, 88(2), 133–146. https://doi.org/10.1007/S41064-020-00091-3
  • Cagiltay, N. E., Ozcelik, E., Berker, M., & Menekse Dalveren, G. G. (2019). The underlying reasons of the navigation control effect on performance in a virtual reality endoscopic surgery training simulator. International Journal of Human-Computer Interaction, 35(15), 1396–1403. https://doi.org/10.1080/10447318.2018.1533151
  • Çakiroğlu, Ü., & Gökoğlu, S. (2019). Development of fire safety behavioral skills via virtual reality. Computers and Education, 133, 56–68. https://doi.org/10.1016/J.COMPEDU.2019.01.014
  • Çakıroğlu, Ü., Aydın, M., Özkan, A., Turan, Ş., & Cihan, A. (2021). Perceived learning in virtual reality and animation-based learning environments: A case of the understanding our body topic. Education and Information Technologies, 26(5), 5109–5126. https://doi.org/10.1007/s10639-021-10522-2
  • Çalişkan, O. (2011). Virtual field trips in education of earth and environmental sciences. Procedia - Social and Behavioral Sciences, 15, 3239–3243. https://doi.org/10.1016/J.SBSPRO.2011.04.278
  • Çankaya, S. (2019). Use of VR Headsets in Education: A Systematic Review Study. Journal of Educational Technology and Online Learning, 2(1), 74–88. https://doi.org/10.31681/jetol.518275
  • Chang, Y.-S., Chou, C.-H., Chuang, M.-J., Li, W.-H., & Tsai, I.-F. (2020). Effects of virtual reality on creative design performance and creative experiential learning. Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2020.1821717
  • Cheng, K. H., & Tsai, C. C. (2019). A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors. Computers & Education, 140, 103600. https://doi.org/10.1016/J.COMPEDU.2019.103600
  • Chi, M. Te, Lin, S. S., Chen, S. Y., Lin, C. H., & Lee, T. Y. (2015). Morphable word clouds for time-varying text data visualization. IEEE Transactions on Visualization and Computer Graphics, 21(12), 1415–1426. https://doi.org/10.1109/TVCG.2015.2440241
  • Cho, Y. H., Lim, K. Y. T., Young, D., & Cho, H. (2017). Effectiveness of collaborative learning with 3D virtual worlds. British Journal of Educational Technology, 48(1), 202–211. https://doi.org/10.1111/BJET.12356
  • Civelek, T., Ucar, E., Ustunel, H., & Aydin, M. K. (2014). Effects of a haptic augmented simulation on K-12 students’ achievement and their attitudes towards physics. EURASIA Journal of Mathematics, Science & Technology Education, 10(6), 565–574. https://doi.org/10.12973/EURASIA.2014.1122A
  • Çoban, M., Akçay, N. O., & Çelik, İ. (2022). Using virtual reality technologies in STEM education: ICT pre-service teachers’ perceptions. Knowledge Management & E-Learning: An International Journal, 14(3), 269–285. https://doi.org/10.34105/J.KMEL.2022.14.015
  • Çoban, M., & Göksu, İ. (2022). Using virtual reality learning environments to motivate and socialize undergraduates in distance learning. Participatory Educational Research, 9(2), 199–218. https://doi.org/10.17275/PER.22.36.9.2
  • Çoban, M., & Kayserili, A. (2021). Exploring the “presence” of prospective teachers in the virtual reality environment: A qualitative study. Computers in the Schools, 38(2), 142–159. https://doi.org/10.1080/07380569.2021.1911555
  • Denyer, D., & Tranfield, D. (2009). Producing a systematic review. In D. A. Buchanan & A. Bryman (Eds.), The Sage handbook of organizational research methods (pp. 671–689). Sage Publications Ltd. Doganyigit, S., & Islim, O. F. (2021). Virtual reality in vocal training: A case study. Music Education Research, 23(3), 391–401. https://doi.org/10.1080/14613808.2021.1879035
  • Gallagher, A. G., Ritter, E. M., Champion, H., Higgins, G., Fried, M. P., Moses, G., Smith, C. D., & Satava, R. M. (2005). Virtual reality simulation for the operating room: Proficiency-based training as a paradigm shift in surgical skills training. Annals of Surgery, 241(2), 364–372. https://doi.org/10.1097/01.sla.0000151982.85062.80
  • Garg, G., Kuts, V., & Anbarjafari, G. (2021). Digital twin for fanuc robots: Industrial robot programming and simulation using virtual reality. Sustainability (Switzerland), 13(18). https://doi.org/10.3390/SU131810336
  • Given, L. (2008). The SAGE Encyclopedia of Qualitative Research Methods. In The SAGE Encyclopedia of Qualitative Research Methods. SAGE Publications, Inc. https://doi.org/10.4135/9781412963909
  • Harris, J. D., Quatman, C. E., Manring, M. M., Siston, R. A., & Flanigan, D. C. (2014). How to write a systematic review. American Journal of Sports Medicine, 42(11), 2761–2768. https://doi.org/10.1177/0363546513497567/ASSET/IMAGES/LARGE/10.1177_0363546513497567-FIG2.JPEG
  • Jiang, D., & Zhang, L. J. (2020). Collaborating with “familiar” strangers in mobile-assisted environments: The effect of socializing activities on learning EFL writing. Comput. Educ., 150, 103841. https://doi.org/10.1016/J.COMPEDU.2020.103841
  • Kickmeier-Rust, M. D., Hann, P., & Leitner, M. (2019). Increasing learning motivation: An empirical study of VR effects on the vocational training of bank clerks. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 11863 LNCS, 111–118. https://doi.org/10.1007/978-3-030-34644-7_9
  • Koreňová, L., Gurný, P., Hvorecký, J., Lůžek, P., & Rozehnal, P. (2022). Virtual reality retooling humanities courses: Finance and marketing experience at a czech university. Applied Sciences (Switzerland), 12(19), 10170. https://doi.org/10.3390/APP121910170
  • Kreijns, K., Kirschner, P. A., Jochems, W., & van Buuren, H. (2007). Measuring perceived sociability of computer-supported collaborative learning environments. Computers & Education, 49(2), 176–192. https://doi.org/10.1016/J.COMPEDU.2005.05.004
  • Kurtoğlu, M., & Seferoğlu, S. S. (2013). Öğretmenlerin teknoloji kullanımı ile ilgili türkiye kaynaklı dergilerde yayımlanmış makalelerin incelenmesi. Journal of Instructional Technologies and Teacher Education, 2(3), 1–10.
  • Kurul, R., Ögün, M. N., Neriman Narin, A., Avci, Ş., & Yazgan, B. (2020). An alternative method for anatomy training: Immersive virtual reality. Anatomical Sciences Education, 13(5), 648–656. https://doi.org/10.1002/ASE.1959
  • Liu, D., Bhagat, K. K., Gao, Y., Chang, T.-W., & Huang, R. (2017). The potentials and trends of virtual reality in education. Virtual, Augmented, and Mixed Realities in Education, 105–130. https://doi.org/10.1007/978-981-10-5490-7_7
  • Markowitz, D. M., Laha, R., Perone, B. P., Pea, R. D., & Bailenson, J. N. (2018). Immersive virtual reality field trips facilitate learning about climate change. Frontiers in Psychology, 9, 2364. https://doi.org/10.3389/FPSYG.2018.02364/BIBTEX
  • Ozdemir, D., & Ozturk, F. (2022). The investigation of mobile virtual reality application instructional content in geography education: Academic achievement, presence, and student interaction. International Journal of Human-Computer Interaction, 38(16), 1487–1503. https://doi.org/10.1080/10447318.2022.2045070
  • Özgen, D. S., Afacan, Y., & Sürer, E. (2021). Usability of virtual reality for basic design education: a comparative study with paper-based design. International Journal of Technology and Design Education, 31(2), 357–377. https://doi.org/10.1007/s10798-019-09554-0
  • Rojas-Sánchez, M. A., Palos-Sánchez, P. R., & Folgado-Fernández, J. A. (2022). Systematic literature review and bibliometric analysis on virtual reality and education. Education and Information Technologies. https://doi.org/10.1007/s10639-022-11167-5
  • Salah, B., Abidi, M. H., Mian, S. H., Krid, M., Alkhalefah, H., & Abdo, A. (2019). Virtual reality-based engineering education to enhance manufacturing sustainability in industry 4.0. Sustainability (Switzerland), 11(5), 1477. https://doi.org/10.3390/SU11051477
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  • Ucar, E., Ustunel, H., Civelek, T., & Umut, I. (2017). 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 and Information Technology, 36(5), 540–547. https://doi.org/10.1080/0144929X.2016.1264483
  • Xie, Y., Hong, Y., & Fang, Y. (2022). Virtual Reality Primary School Mathematics Teaching System Based on GIS Data Fusion. Wireless Communications and Mobile Computing, 2022, 1–13. https://doi.org/10.1155/2022/7766617
  • Yildirim, G. (2017). The users’ views on different types of instructional materials provided in virtual reality technologies. European Journal of Education Studies, 3(11), 150–172. https://doi.org/10.5281/zenodo.1045349
  • Yıldırım, B., Sahin Topalcengiz, E., Arıkan, G., & Timur, S. (2020). Using virtual reality in the classroom: Reflections of stem teachers on the use of teaching and learning tools. Journal of Education in Science, Environment and Health, 6(3), 231–245. https://doi.org/10.21891/jeseh.711779
  • Yıldırım, G., Elban, M., & Yıldırım, S. (2018). Analysis of use of virtual reality technologies in history education: A case study. Asian Journal of Education and Training, 4(2), 62–69. https://doi.org/10.20448/journal.522.2018.42.62.69
  • Zawacki-Richter, O., & Latchem, C. (2018). Exploring four decades of research in Computers & Education. Computers & Education, 122, 136–152. https://doi.org/10.1016/J.COMPEDU.2018.04.001
  • Zhou, Y., Ji, S., Xu, T., & Wang, Z. (2018). Promoting knowledge construction: A model for using virtual reality interaction to enhance learning. Procedia Computer Science, 130, 239–246. https://doi.org/10.1016/J.PROCS.2018.04.035
Toplam 61 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Alan Eğitimleri
Bölüm Makaleler
Yazarlar

İskender Muz 0000-0002-6882-5119

Erkan Yüce 0000-0003-2716-5668

Erken Görünüm Tarihi 26 Haziran 2023
Yayımlanma Tarihi 11 Temmuz 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 12 Sayı: 3

Kaynak Göster

APA Muz, İ., & Yüce, E. (2023). Virtual Reality (VR) in Education: The Case in Türkiye. Bartın University Journal of Faculty of Education, 12(3), 604-617. https://doi.org/10.14686/buefad.1285901

All the articles published in the journal are open access and distributed under the conditions of CommonsAttribution-NonCommercial 4.0 International License 

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Bartın University Journal of Faculty of Education