Leading Virtual Reality (VR) and Augmented Reality (AR) in Education: Bibliometric and Content Analysis From the Web of Science (2018-2022)

被引:12
|
作者
Zhao, Xiaoli [1 ]
Ren, Yu [2 ]
Cheah, Kenny S. L. [2 ,3 ]
机构
[1] City Univ Malaysia, Petaling Jaya, Selangor, Malaysia
[2] Univ Malaya, Kuala Lumpur, Malaysia
[3] Univ Malaya, Fac Educ, Dept Educ Management Planning & Policy, Block E316, Kuala Lumpur 50603, Malaysia
来源
SAGE OPEN | 2023年 / 13卷 / 03期
关键词
virtual reality (VR); augmented reality (AR); educational leadership; leading technological change; bibliometric analysis; content analysis; GOOGLE EARTH; EXPERIENCES; ACCEPTANCE; INCREASE;
D O I
10.1177/21582440231190821
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
Emerging virtual reality and augmented reality (VR/AR) technologies in education have the potential to revolutionize the whole educational experience. Studies have shown that before introducing the technology to their pupils, educators should do a thorough assessment of the technology's viability and possible acceptance in the classroom. However, not much is synthesized from the body of knowledge about the leadership and coupling of VR and AR in education, including its trends and direction of research in other domains. In this article, the bibliometric and content analysis has shown that interest in virtual reality and augmented reality has increased from 2018 to 2022 in the Web of Science database. The patterns formed from Vosviewer in the bibliometric analysis have also portrayed that Virtual reality (VR) and Augmented Reality (AR) are used in many fields, including education, medicine, arts, engineering, business, and marketing. Other results from data mining showed the authors with the most publications in the field, their affiliated universities, and the source of publications. In the wake of the Covid-19 epidemic, these findings may also help improve educational opportunities for all students and the quality of instruction they receive. As implications, Virtual reality (VR) and augmented reality (AR) harness current technology to put digital content in the actual world, enabling consumers to have a more meaningful interaction with it on desktop or hand-held devices. This bibliometric research shows that animation, 3D graphics, and sound may replace more traditional ways of schooling in the future.
引用
收藏
页数:23
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