The effect of virtual reality learning on students' motivation: A scoping review

被引:21
作者
Jiang, Juming [1 ,3 ]
Fryer, Luke K. [2 ]
机构
[1] Univ Hong Kong, Teaching & Learning Innovat Ctr, Hong Kong, Peoples R China
[2] Univ Hong Kong, Fac Educ, Teaching & Learning Innovat Ctr, Hong Kong, Peoples R China
[3] Univ Hong Kong, Pokfulam Rd,Centennial Campus, Hong Kong, Peoples R China
关键词
motivation; novelty effect; virtual reality learning; EDUCATION; ACHIEVEMENT; OUTCOMES; NOVELTY; GAME; TOOL; 2D;
D O I
10.1111/jcal.12885
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
BackgroundThe COVID-19 pandemic has greatly impacted education, necessitating alternative methods to traditional face-to-face teaching. This dramatic change, in tandem with increasing awareness of the metaverse-a virtual reality (VR) world wherein humanity might learn, work and socialise-has made a clear need for a better understanding of the potential contribution of VR-based simulation environments for students' learning outcomes.ObjectivesThree research questions regarding the effect of VR experience on students' learning motivation were addressed:RQ1. What methods have been employed to rule out the novelty effect in VR learning?RQ2. What motivation theories have been applied to guide the development of VR learning content?RQ3. What motivation theories have been applied to guide the utilisation of VR in learning activities?ObjectivesThree research questions regarding the effect of VR experience on students' learning motivation were addressed:RQ1. What methods have been employed to rule out the novelty effect in VR learning?RQ2. What motivation theories have been applied to guide the development of VR learning content?RQ3. What motivation theories have been applied to guide the utilisation of VR in learning activities?ObjectivesThree research questions regarding the effect of VR experience on students' learning motivation were addressed:RQ1. What methods have been employed to rule out the novelty effect in VR learning?RQ2. What motivation theories have been applied to guide the development of VR learning content?RQ3. What motivation theories have been applied to guide the utilisation of VR in learning activities?ObjectivesThree research questions regarding the effect of VR experience on students' learning motivation were addressed:RQ1. What methods have been employed to rule out the novelty effect in VR learning?RQ2. What motivation theories have been applied to guide the development of VR learning content?RQ3. What motivation theories have been applied to guide the utilisation of VR in learning activities?MethodsApplying Arksey and O'Malley's (International Journal of Social Research Methodology, 8, 19-32, 2005) protocol, 14 articles were included in this review.ResultsMost included studies indicated that students' motivation had increased after the VR intervention or was higher than other pedagogical conditions. However, the lack of longitudinal research designs means novelty effects in VR learning cannot be ruled out. Knowledge gaps in study designs and theoretical frameworks are discussed.ConclusionTechnology and the COVID-19 pandemic are radically changing teaching and learning methods. More research on the impact of VR simulation learning on student outcomes is needed, with careful theoretical framing to ensure reliable findings. Future studies could explore VR technology to satisfy students' psychological needs and create deeper personal connections.
引用
收藏
页码:360 / 373
页数:14
相关论文
共 65 条
[1]   The effect of educational virtual reality game on primary school students' achievement and engagement in mathematics [J].
Akman, Emrah ;
cakir, Recep .
INTERACTIVE LEARNING ENVIRONMENTS, 2023, 31 (03) :1467-1484
[2]   Learning in virtual reality: Effects on performance, emotion and engagement [J].
Allcoat, Devon ;
von Muehlenen, Adrian .
RESEARCH IN LEARNING TECHNOLOGY, 2018, 26
[3]  
Arksey H., 2005, INT J SOC RES METHOD, V8, P19, DOI [10.1080/1364557032000119616, DOI 10.1080/1364557032000119616]
[4]  
Barfield W., 1995, VIRTUAL ENV ADV INTE, P473, DOI DOI 10.1093/OSO/9780195075557.003.0023
[5]  
Bhat R H., 2016, International Journal of Modern Social Sciences, V5, P66
[6]   Virtual reality in problem-based learning contexts: Effects on the problem-solving performance, vocabulary acquisition and motivation of English language learners [J].
Chen, Ching-Huei ;
Hung, Hsiu-Ting ;
Yeh, Hui-Chin .
JOURNAL OF COMPUTER ASSISTED LEARNING, 2021, 37 (03) :851-860
[7]   The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality [J].
Chessa, Manuela ;
Maiello, Guido ;
Borsari, Alessia ;
Bex, Peter J. .
HUMAN-COMPUTER INTERACTION, 2019, 34 (01) :51-82
[8]   Factors influencing peer learning and performance in MOOC asynchronous online discussion forum [J].
Chiu, Thomas K. F. ;
Hew, Timothy K. F. .
AUSTRALASIAN JOURNAL OF EDUCATIONAL TECHNOLOGY, 2018, 34 (04) :16-28
[9]  
Dewey J., 1913, Journal of Philosophy, Psychology and Scientific Methods, V10, P268, DOI DOI 10.2307/2013679
[10]   From Needs to Goals and Representations: Foundations for a Unified Theory of Motivation, Personality, and Development [J].
Dweck, Carol S. .
PSYCHOLOGICAL REVIEW, 2017, 124 (06) :689-719