3 research outputs found

    The Who in VR/AR for Education: A Scoping Review from IEEE Publications

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    HEIs have continuously been the vanguard of novel technologies, pushing progress and establishing the afterward generation of scientists, businesspersons, and engineers. Virtual and augmented reality technologies are on the borderline of enlargement nowadays. To better understand who are essential actors in this new research area, we have extracted metadata of all published papers by IEEE, dating from 1990 to 2021, using keywords VR, AR, and Education. For each publication, we have extracted the list of all the authors, creating a co-authorship dataset. This dataset is then further processed using social network analysis metrics. The results are discussed to understand research publications\u27 main actors driving VR/AR/Education trends

    A Literature Review and Meta-analysis of Digital Games and Second Language Learning

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    Exposed to traditional language learning strategies, students will gradually lose interest in and motivation to not only learn English, but also any language or culture. Hence, researchers are seeking technology-based learning strategies, such as digital game-mediated language learning, to motivate students and improve learning performance. This paper synthesizes the findings of empirical studies focused on the effectiveness of digital games in language education published within the last five years. Nine qualitative, quantitative, and mixed-method studies are collected and analyzed in this paper. The review found that recent empirical research was conducted primarily to examine the effectiveness by measuring language learning outcomes, motivation, and interactions. Weak proficiency was found in vocabulary retention, but strong proficiency was present in communicative skills such as speaking. Furthermore, in general, students reported that they are motivated to engage in language learning when digital games are involved; however, the motivation is also observed to be weak due to the design of the game and/or individual differences. The most effective method used to stimulate interaction language learning process seems to be digital games, as empirical studies demonstrate that it effectively promotes language education. However, significant work is still required to provide clear answers with respect to innovative and effective learning practice

    Implications of Virtual Reality in Arts Education: Research Analysis in the Context of Higher Education

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    Technological advances have posed a challenge in university learning ecosystems in terms of the application of immersive technologies that offer an educational and innovative framework to the student. The evolution of global research on this topic during the period 1980 to 2019 was studied. For this purpose, a bibliometric analysis of 1296 articles was applied, obtaining results of the scientific productivity of the journals, authors, institutions, and countries that contribute to this research. The evidence shows a growing interest, especially in the last three years, in the study of the application of virtual reality in higher education. The main subject area is Social Science. The most productive research institution is the Complutense University of Madrid. The United States is the country with the most publications and citations. In addition, The United States, Spain and the United Kingdom are the countries with the most international collaborations in their publications. The study detected five new directions for future research. The growing worldwide trend of scientific production demonstrates the interest in developing aspects of the use of virtual reality in arts education in the context of higher education. This study contributes to the academic, scientific and institutional discussion around the improvement of decision making based on the available information
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