Potentials in Using VR for Facilitating Geography Teaching in Classrooms: A Systematic Review
Abstract
:1. Introduction
- What do these works have in common in terms of their bibliometric indicators (type of research, journal, ranking, number of reads, and citations)?
- Are the works on the use of VR in geography education-related (bibliographic coupling, co-citation)?
- How do the objectives of the reviewed works correlate?
- What kind of hardware and software specifications are discussed in the reviewed works? In which areas of geography can they be used?
- What are the advantages/pros and disadvantages/contras of using VR in geography education?
- When teaching geography to twenty-first-century students, how relevant and effective can the use of methods using VR technologies be?
2. Materials and Methods
- We narrowed down the research to the discipline of geography—421 results
- We selected only three types of works: peer-reviewed journal articles, peer-reviewed conference proceedings, and dissertations/thesis (the dissertation/thesis type of documents were kept for two basic reasons: the dissertations/thesis all had useful case studies and had bibliographies that were worth to consider for our analysis of references)—284 results
- Retrieved works were assessed for eligibility—171 results
- Works were excluded for a variety of reasons after reading (not relevant age group, does not refer to geography as a school subject, and other reasons)—125 results
- After screening, we finally included 47 works that were considered relevant and accessible.
3. Results
3.1. Bibliometric and Methodological Analysis—Descriptive Statistics
3.1.1. Authorship Characteristics
3.1.2. Journal Features
- Of the six most often read articles (with more than 1000 reads) [2,8,20,21,22,23], only three [8,21,22] may be regarded as very influential, with their citations/reading value exceeding 10% (34.35%,10.49%, and 87.42% respectively). However, the number of reads has already exceeded one thousand in the case of the latest review-type work [2]; according to the statistics of researchgate.net, it has not yet been cited. Thus, in this case, the number of readings does not necessarily result in a higher number of citations.
- The absolute number of citations is the highest in the case of the works published in the early years (2005—506 [21], 2008—641 [8], 2011—1035 [22]). The number of citations is decreasing both in absolute and relative terms. This can be explained partly by the time factor and partly by the fact that the number of works published recently is increasing, which also suggests an increasing number of researchers are researching the possible applications of VR technology in geography teaching. At the same time, these parallel studies have also been found to rely on earlier sources to support their theoretical discussions.
3.1.3. Types of Works and Applied Methods
3.1.4. Keyword Analysis
3.1.5. Co-Citation and Bibliographic Coupling Networks
3.2. Content and Contextual Aspects—Qualitative Analysis
3.2.1. Research Objectives
3.2.2. Demographic, Gender, and Social Background
3.2.3. Applied VR Technology
3.2.4. VR Advantages and Disadvantages: Possibilities vs. Limitations
3.2.5. Main Findings and Recommendations
4. Discussion: Educational Tool of the Future or Unrealisable Promise? (Based on Authors’ Opinion)
5. Conclusions
- The reviewed works show a great diversity regarding their formal characteristics, though we may establish that empirical researches dominate (two-thirds) mostly published in Q1 journals with an H-index of 101–150. The reading and citation values also show a great variety, with the number of ResearchGate citations depending the most on the time factor (R2 = 0.21). We also found that the most read articles are not necessarily the most often cited ones. The timeline of references used by the authors of the reviewed works shows an increasing trend with signs of coinciding with the milestones of the technological development of VR.
- Respecting the citation and bibliometric coupling analysis, we found that the two most often cited works were not only the most often read papers but also had comparably high citations/reads values; therefore, we regard them as the most influential work both in terms of the reviewed works and in general. The networking between the reviewed works is weaker than expected, which could be explained by the diversity of their objectives, research methods and tools, and study area focuses. The teaching-learning strategies make the reviewed works the most connected with such recurring elements as collaborative learning, inquiry-based learning, discussion, and interactivity. These are all regarded as the most effective elements of teaching and learning geography.
- They reviewed works and grouped them into five categories on the basis of their chief objectives. There is a clear dominance of the works with an objective related to education, with a total of 40.4% of the works focusing on the application of VR, MR, and AR in education and 12.8% on the educational effectiveness of educational VR games. Together with the works on immersive virtual field trips, these works constitute 74.5%. In this respect, there is a strong correlation between the reviewed works.
- Both hardware and software specifications are regarded as essential components of the development and improvement of the application of VR in teaching geography. Applications and software used for educational purposes are discussed in three-quarters of the works. They are partly designed for public use and partly designed by the authors themselves. In spite of the 63 applications/software programs used by the authors, there are still major gaps in this area. There seems to be a lack of cooperation between the authors regarding the development of applications/software programs.
- There are both negative and positive opinions about the application of VR in geography education. The findings suggest, however, that it has more advantages than disadvantages, and the disadvantages, limitations, or negative experiences can be overcome with time.
- The twenty-first century has opened up space for all generations. Technology has become a means of accessing news, finding information, traveling, learning, meeting people, or keeping in touch. In the past, we had to be geographically present to perform these and similar activities, but this is no longer the case. This is why education should not be left out of it either, since it is through these technological innovations that we can bring geography as a subject even closer to the student. VR tools and applications based on VR are able to bring geography closer to students of the twenty-first century. Methodological reforms are also needed to renew the subject. The use of VR as an educational tool to promote visualization, facilitate better understanding, develop digital competencies, and appeal to the “Z” and “α” generations seems to be a good way to do this.
6. Limitations and Future Directions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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S1 (Virtual Reality) AND (Geography) AND (Teaching) | S2 (Virtual Reality) AND (Geography) AND (Education) | S3 (Virtual Reality) AND (Geography) AND (School) | S4 (Virtual Reality) AND (Geography) AND (Teaching) OR (Education) OR (School) | |
---|---|---|---|---|
journal article | 245 | 531 | 172 | 626 |
conference proceeding | 12 | 23 | 10 | 30 |
book/e-book | 22 | 45 | 12 | 54 |
dissertation/thesis | 6 | 10 | 6 | 18 |
book chapter | 14 | 25 | 10 | 21 |
book review | - | 4 | - | 4 |
newsletter | 9 | 97 | 10 | 98 |
magazine article | 3 | 16 | 6 | 19 |
newspaper article | 2 | 25 | 24 | 32 |
publication | 1 | 1 | 1 | 1 |
trade publication article | 1 | 8 | - | 8 |
web resource | 1 | 1 | 1 | 1 |
streaming video | - | 1 | - | 1 |
total number of results | 316 | 787 | 252 | 913 |
number of databases | 36 | 61 | 43 | 63 |
Number of Papers | Q Ranking (2023) | H-Index (2023) | Publisher | Scope of Journal | |
---|---|---|---|---|---|
British Journal of Educational Technology | 5 | Q1 | 110 | Wiley-Blackwell | Education; E-learning |
Computers and Education | 3 | Q1 | 215 | Elsevier | Education; E-learning; Computer Science |
Educational technology and society | 2 | Q1 | 103 | National Taiwan Normal University and Society | Education; E-learning; Engineering; Sociology and Political Science |
ISPRS International Journal of Geo-Information | 2 | Q1 | 62 | MDPI | Computers in Earth Sciences; Earth and Planetary Sciences; Geography, Planning and Development |
International Journal of Emerging Technologies in Learning | 2 | Q2 | 48 | International Association of Online Engineering | Engineering; E-learning; Education |
GeoSaberes | 2 | - | 14 | Federal University of Ceará | Geography |
Procedia Computer Science | 2 | conferences and proceedings | 109 | Elsevier | Computer Sciences |
Q1/Q2 Articles | Not Ranked Articles | Conference Papers and Proceedings | Dissertations | Total | |
---|---|---|---|---|---|
theoretical | 2 | 2 | 4 | - | 8 |
empirical | 19 | 4 | 7 | 3 | 33 |
review | 2 | 3 | 1 | - | 6 |
Total | 23 | 9 | 12 | 3 | 47 |
Authors | Research Methods and Tools | Teaching-Learning Strategies | Study Area Focus | |
---|---|---|---|---|
Qualitative | Quantitative | |||
[36] | student virtual reality experience questionnaire, attitude survey, interview | post-tests (closed-ended, multiple-choice questions), competency tests, VR lab attendance record, statistical analysis | VR-based teaching vs. video-based teaching | world geography |
[37] | post questionnaire (content evaluation, pedagogical evaluation, software quality evaluation, attractiveness of the application) | - | constructive and collaborative learning, activity sheet | agriculture |
[38] | - | pre- and post-tests, statistical analysis | constructivist approach, collaborative learning | map-reading, orientation |
[21] | - | interview, pre- and post-tests, t-test statistics | educational-game based learning | world geography, topography |
[39] | longitudinal | statistical analysis | collaborative working | - |
[8] | observations, interviews, open-ended questions, digital records, photographs | pre- and post-tests; achievement test (17 multiple-choice questions), motivation scale, five-point Likert scale | game-based learning environment | world continents and countries |
[40] | satisfaction test based on a 7-item Likert scale, 6-item preference survey | power analysis; initial pilot validation study, 11-item multiple-choice test, | immersive learning environment (cooperative learning, discussion, discovery (inquiry-based learning)) vs. PowerPoint | motions and forces (Newtonian physics)—space exploration |
[23] | session observations, video recordings | pre- and post-test knowledge quizzes (12 open-ended questions), in-built game analytics, statistical analysis | experiential learning (Kolb’s model), cognitive load theory (Sweller), gamification techniques vs. outreach presentation | volcanic hazards |
[26] | - | pre- and post-tests: motivation survey (5-point Likert scale), comprehension test (5 multiple-choice questions), application test (sketching), group performance, statistical analysis (Cohen’s kappa), ANOVA test | whole-class discussion, collaborative learning (collaborative problem solving, collaborative observation) vs. teacher-directed discussion | topographic maps |
[41] | - | pre- and post-tests | inquiry-based learning, think-pair-share activity | tropical rainforests |
[33] | instructional materials motivation survey (39 questions) | quasi-experimental, pre- and post-tests, non-equivalent control-group design, teacher-designed social studies test (36 multiple-choice questions), a priori power analysis, 5-point Likert scale, statistical analysis (ANCOVA test) | combination of traditional instruction (textbooks, notetaking, instructional videos, and lecture) and virtual reality field trips vs. traditional teaching methods (direct instruction) | geographic, political, economic, and cultural structure of Europe during the Middle Ages |
[42] | short interview (collecting end-users opinions), QUIS scale, recording | usability tests, post-test questionnaire | collaborative learning, game-based evaluation | geography of Europe (countries, capitals, flags and neighbors |
[43] | semi-structured interviews, in-class lessons, post-lesson semi-structured interviews | - | inquiry-based fieldwork, experiential learning in fieldwork-based education, inquiry-based learning, ISM (initial stimulus material), virtual field trip, observation, post-field trip activity | coral bleaching, rainforests |
[44] | consultations, satisfaction questionnaires (4-point Likert scale), focus group interviews, | online demand survey (open-ended questions, 4-point Likert scale), | experienced-based training program, cooperative learning, lecture, practice, fieldwork, group activities | geography in secondary education |
[27] | - | questionnaire (open and closed questions, MLR scale, 5-point Likert scale), statistical analysis (descriptive statistics, cluster analysis) | - | physical geography, regional geography |
[34] | interviews, observation protocol, phenomenological reflection | - | discussion, confrontation, preliminary student activities, virtual expedition/tour | Giza Pyramids of Egypt |
[45] | survey | - | debate, presentation, video discussion, VR short film, guided questions, intervention | Indigenous people in Brazil |
[46] | observation, interviews | - | tutorial, interaction in a collaborative virtual environment, feedback | states, islands, oceans, and mountains on maps |
[20] | virtual presence survey (7-point Likert scale), reflection papers | statistical analysis, inductive content analysis | immersive virtual field trips vs. traditional virtual field trips (teacher-guided exploration) | San Diego Zoo Reef Sharks |
[25] | knowledge test (structured questions), semi-structured interviews (open-ended questions) | statistical analysis of the results of the knowledge tests | LIVIE (experimental manipulation, 5 inquiry-based learning phases) vs. conventional textbook-based approach | coastal process and landform |
[24] | - | pre- and post-assessment, statistical analysis | inquiry-based learning, narrated pretraining vs. narrated training, plenary discussion, collaborative work, conceptualization, investigation, presentation | climate change |
[47] | questionnaires (5-point Likert scale) | statistical analysis | video, images, slide presentation, instruction through a presentation, inquiry-based learning, problem-based learning, immersive VR-based educational game (IVREG), VR and gamification learning environments vs. traditional learning environments | topology relations |
[28] | students’ reflection papers, class observation, teacher interviews | content analysis | (1) instruction-based virtual exploration, teacher-led discussion, (2) immersive virtual field trips vs. traditional virtual field trips (teacher-guided exploration) | (1) life in cities around the world, (2) San Diego Zoo Reef Sharks |
[29] | satisfaction survey (5-point Likert scale), interviews (step-by-step questions) | pre- and post-tests, questionnaire (cognition of, interest in, scientific attitude), statistical analysis | preparatory learning phase (traditional teaching method), instruction-based virtual exploration, review paper submission | geology, rock types, geological structures |
[48] | expert interviews, student interviews | pre- and post-tests, spatial ability test, learning achievement test, statistical analysis | VR-based learning (VALID) vs. traditional teaching methods (textbooks, PowerPoint, teachers’ dictation, writing on blackboard) | glacier terrain |
[49] | research through design, reflection, focus group interviews, experience in the CIVE, audio and video recordings | - | collaborative learning | hypsography-contour lines principle |
[50] | - | preparatory questionnaire (multiple-choice test), achievement test, app and worksheet evaluation test (only yes/no questions) | flipped classroom approach, active and collaborative learning, inquiry-based learning, textbooks, online teaching materials, educational games | remote sensing, Earth observation, landforms, agriculture |
[51] | simultaneous triangulation, presence questionnaire (5-point Likert scale), student interviews, observation, video recordings | pre-test and post-test (academic achievement tests: 20 multiple-choice questions), statistical analysis | VR-based interactive teaching-learning environment vs. expository instruction methods, ASSURE instructional model | shape and movements of the Earth |
[52] | knowledge test (paper-based mode, 3 structróured questions), semi-structured interviews (open-ended questions), qualitative triangulation | statistical analysis of the results of the knowledge tests | design-based research (DBR) collective, LIVIE (experimental manipulation, 5 inquiry-based learning phases) vs. conventional textbook-based approach | coastal process and landform |
[53] | student response questionnaire, N-Gain Score test, ASSURE development model, practicality questionnaire | pre-test and post-test, Wilcoxon test, curriculum analysis, user experience analysis | immersive learning experience, constructivist approach | physical geography, earth’s crust, volcanic areas, endogenous and exogenous processes |
[54] | ASSURE Model, closed questionnaire (Lee and Owen model), Likert scale, validity tests | comparative tests (Arikunto formula, Aiken formula), instructional design test | virtual reality learning media, virtual reality instructional design | solar system, planet Earth as a living space |
[35] | survey, Likert scale, semi-structured interviews, field notes, grounded theory, methodological triangulation of qualitative and quantitative methods | pre-tests, difference scores, post-scores, statistical analysis, factorial ANOVA, post-hoc tests | virtual vs. augmented vs. outdoor field trips, experiential learning | environmental studies, green spaces |
[55] | online questionnaires, Likert scale, qualitative description research | descriptive analysis of learners’ perceptions, distribution of frequency, percentage, and average | technology-based virtual reality learning media (MilleaLab) | geosphere phenomena, volcanoes, earthquakes |
Category | Research Objectives | Authors with Year of Publication | Share from Total |
---|---|---|---|
Education (E) | application of VR, MR, and AR in education (E1) | [17,22,31,32,36,37,40,42,45,46,49,50,51,52,53,54,55,60,62] | 40.4% |
educational effectiveness of educational VR games (E2) | [8,21,23,39,47,58] | 12.8% | |
Fieldwork (F) | immersive virtual field trips (VFTs) (F) | [20,24,25,28,29,33,34,35,41] | 21.3% |
Technology (T) | technological development (T1) | [2,19,57,61] | 8.5% |
ability/readiness of teachers to integrate immersive/VR/AR/MR technologies (T2) | [27,44] | 4.2% | |
Spatial orientation (S) | improvement of map-reading skills (S1) | [38] | 2.1% |
enhancement/improvement of spatial ability (S2) | [30,48] | 4.2% | |
Methodology (M) | collaborative problem-solving and observation (M) | [1,26,59] | 6.5% |
Authors | Application | Type | Area of Science | Referenced Work |
---|---|---|---|---|
[19] | NASA Visualization for Planetary Exploration Project | - | to explore planets | - |
[38] | QuickTime VR | cylindrical panorama | orientation | - |
[21] | VR-ENGAGE | educational game developed by the authors | geography | - |
[8] | VR-ENGAGE | designed for teaching geography to fourth-grade students | navigate through a virtual environment while answering questions related to geography | [21] |
Quest Atlantis | educational game | “Global Village” virtual world, world geography | [75,76] | |
[62] | Virtual Playground | - | - | [77,78,79] |
[22] | River City | - | - | - |
PUPPET | - | - | - | |
ancient city | - | geographic characteristics | - | |
Active Worlds | - | students and teachers from Holland and Italy use the chat tool to construct cultural houses in a multi-disciplinary content | [80] | |
Appalachian Tycoon | - | the students must maximize both economic and environmental benefits | [81] | |
[40] | Motions and Forces | virtual environment | Newton’s law of gravitation | - |
[17] | Desktop VR Earth Motion Systems (DVEMS) | - | astronomy, earth rotation, and related topics | [82] |
Dr. Friction | multiplayer educational game | ‘motion’ and ‘forces’ | [83] | |
VR-ENGAGE | game with 3D avatars | geography | [84] | |
River City | VR game | history-sociology-geography | [85] | |
FreshAir | - | environmental | - | |
Alien Contact | AR game | current events, such as energy crisis, oil shortage, global nuclear threat | [86] | |
SMALLab (Situated Multimedia Arts Learning Lab) | MR environment | earth science education | [87] | |
MEteor | simulation game | how asteroids move | [88] | |
[23] | Stop Disasters! | serious game | preparing for disasters | - |
Sai Fah: The Flood Fighter | bespoke game | as a response to devastating floods | - | |
“St. Vincent’s Volcano” | serious game developed by the authors | - | - | |
[32] | Google Cardboard | visualization | VR version of Google Earth | [89] |
Google Expeditions | to take students to virtual field trips | more than 200 expeditions available (e.g., Astronomy; The Solar System; International Space Station; Earth Timeline; Rocks, Minerals, and Gems; Fossils) | [90,91] | |
Google Street View | provides stereoscopic view | cities, world sightseeing places, nature, museums, and galleries can be explored with this mobile app | [90] | |
Titans of Space; View-Master® Space; Mars is a Real Place VR; Star Chart VR; StarTracker VR | - | mathematical geography | - | |
EON Experience AVR | gamified educational contents | Planetarium, Earth Continents, Earth Tropics, Earth Oceans, Arizona Crater as well as numerous VR video materials from different countries. | - | |
Sites VR | - | sightseeing religious objects, archaeological sites, museums, fortifications, and nature | - | |
Cardboard Camera | to capture 360° panoramic images. | contents about the local environment, fieldwork, or excursions | - | |
YouTube—360° Videos; Discovery VR; View-Master® Destinations; VR Cities; Ascape | - | - | - | |
[26] | not named—developed/designed by the authors | software developed by the authors | calculating bearings and compass directions | - |
[41] | Google Expeditions | to take students to virtual field trips | virtual field trip | - |
[33] | Google Expeditions | to take students to virtual field trips | virtual field trips | - |
[42] | GeoAR | game developed by authors | geography of Europe (countries, capitals, flags, and neighbors) | - |
[61] | Aumentaty Author | to create augmented reality content | - | - |
LandscapAR | to create intriguing islands and terrains | - | - | |
Google Maps | - | - | - | |
Google Street View | - | - | - | |
GeoGuessr | geography game | to guess locations from Google Street View imagery | - | |
[60] | MaxWhere | immersive VR environment | geography of the Lake Balaton | - |
[44] | Google Street View | - | - | - |
Google Earth | - | - | - | |
[31] | Hoover Dam: Industrial VR | educational VR application | a documentary-style approach with visuals of the dam and powerhouse | - |
[46] | - | generic immersive virtual environment for multiple users (CIVE) | cartography, topography | - |
[20] | Google Expeditions: (1) San Diego Zoo, (2) Reef Sharks | - | over 500 3D field trips | - |
River City | a science simulation with multiple users communicating and interacting in virtual worlds | [92] | ||
[25] | Explorer | mobile application | virtual field trip | - |
[24] | a documentary called “This is Climate Change: Melting Ice” | immersive VFT, a 360° noninteractive IVR video | VFT to Greenland: to witness the melting ice sheets and explore the consequences of global warming | - |
[47] | IVREG | an educational game designed by the authors | topology relations | - |
[28] | Google Earth | to develop VFTs using 360-degree panoramas and helicopter views | to describe how people lived in cities around the world and explain the similarities and differences in life in different cities | [93,94,95] |
Google Map | ||||
Google Expeditions | - | - | ||
[29] | PTGui | software to attain a panoramic image | geology | - |
KrPano | panorama viewer | geology | - | |
[48] | VALID (Virtual Reality Assisted Learning Device) | software developed by the authors | New Zealand and Australia; glacier terrains | - |
[49] | eDIVE | a platform for collaborative learning and teaching in virtual reality designed by the authors | hypsography | - |
[51] | not named—developed/designed by the authors | - | shape and movements of the Earth | - |
[50] | an AR app designed and developed by the main author | - | - | - |
[52] | EduVenture-VR | web-based platform (composer, explorer, retriever) | coastal processes and landform | [96,97] |
[53] | GeoVirtex—designed by authors | interactive virtual technology application | earth’s crust, process of volcano formation, endogeneous and exogeneous processes, impacts on human life | - |
[55] | MilleaLab | a cloud-based all-in-one VR platform | geosphere phenomena: volcanoes | - |
[35] | Camosun Bog 360°—developed by author | virtual tour panoramic photography and video | environmental education: green spaces | - |
Authors | Technological | Methodological | Social | Medical | Total |
---|---|---|---|---|---|
[36] | 1 | 1 | |||
[37] | 1 | 1 | |||
[21] | 1 | 1 | |||
[39] | 1 | 1 | |||
[8] | 1 | 1 | 2 | ||
[62] | 1 | 1 | 2 | ||
[22] | 1 | 1 | |||
[58] | 1 | 1 | |||
[17] | 1 | 1 | |||
[23] | 1 | 1 | |||
[32] | 1 | 1 | 1 | 1 | 4 |
[26] | 1 | 1 | |||
[33] | 1 | 1 | |||
[42] | 1 | 1 | |||
[43] | 1 | 1 | 1 | 1 | 4 |
[44] | 1 | 1 | 2 | ||
[27] | 1 | 1 | |||
[34] | 1 | 1 | 2 | ||
[46] | 1 | 1 | 2 | ||
[20] | 1 | 1 | 1 | 1 | 4 |
[25] | 1 | 1 | 2 | ||
[24] | 1 | 1 | |||
[47] | 1 | 1 | |||
[28] | 1 | 1 | 1 | 3 | |
[29] | 1 | 1 | |||
[48] | 1 | 1 | 2 | ||
[30] | 1 | 1 | |||
[50] | 1 | 1 | |||
[51] | 1 | 1 | 2 | ||
[1] | 1 | 1 | |||
[53] | 1 | 1 | |||
[54] | 1 | 1 | 2 | ||
[35] | 1 | 1 | 1 | 1 | 4 |
Total | 19 | 17 | 9 | 11 | 56 |
Enthusiastic/Optimistic (55.3%) | Enthusiastic/Optimistic but Also Doubtful/Pessimistic (34.1%) | Not Applicable (10.6%) | |
---|---|---|---|
1990s (66.7%–0%–33.3%) | T: [19] | T: - | T: [57] |
E: [36] | E: - | E: - | |
R: - | R: - | R: - | |
2000s (33.3%–16.7%–50%) | T: - | T: [62] | T: - |
E: [8,37] | E: - | E: [21,38,39] | |
R: - | R: - | R: - | |
2010s (73.3%–20%–6.7%) | T: [58,60] | T: [61] | T: - |
E: [26,27,33,34,40,42,43,45] | E: [23,44] | E: [41] | |
R: [22] | R: [17,31,32] | R: - | |
2020s (52.5%–47.6%–0%) | T: [1,59] | T: - | T: - |
E: [25,29,46,47,48,51,52,55] | E: [20,24,28,35,49,50,53,54] | E: - | |
R: - | R: [2,30] | R: - |
Authors | Predictions |
---|---|
[26] | - CPS and CO will be more effective in learning outcomes than TD- CO will be more effective for knowledge gains than CPS |
[33] | - will be an incentive for K-12 schools to consider investing in this technology |
[42] | - expect greater engagement of augmented reality applications |
[43] | - the most effective use of any form of VR (GEs or 360-degree videos or 3D avatar-based virtual environments) will be when it is combined with other technologies such as videos, podcasts, wikis, blogs, forums, and mobile apps and is situated within the learning outcomes of the lesson/curriculum- the adoption of virtual reality and technologies … and its development will progress and mature as the evidence-base on the pedagogical effectiveness of these technologies grows |
[44] | - VR still remains a major challenge for school teachers to apply to class and/or creative hands-on activities |
[23] | - with the progress in 3D visualization technologies, an increasing range of teaching and training materials can be utilized in virtual reality environments- learning with virtual reality technology seems to be the expected next step in the evolution of education- VR is going to empower teachers to improve their student’s learning graph with fun and immersive experience |
[27] | - VR and AR technologies can increase the obviousness and interestingness of geographical teaching contents |
[34] | - secondary students who participate in virtual reality field trips will have higher achievement scores on concrete geographic knowledge skills than students who participate in real-world field trips |
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© 2024 by the authors. Published by MDPI on behalf of the International Society for Photogrammetry and Remote Sensing. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Czimre, K.; Teperics, K.; Molnár, E.; Kapusi, J.; Saidi, I.; Gusman, D.; Bujdosó, G. Potentials in Using VR for Facilitating Geography Teaching in Classrooms: A Systematic Review. ISPRS Int. J. Geo-Inf. 2024, 13, 332. https://doi.org/10.3390/ijgi13090332
Czimre K, Teperics K, Molnár E, Kapusi J, Saidi I, Gusman D, Bujdosó G. Potentials in Using VR for Facilitating Geography Teaching in Classrooms: A Systematic Review. ISPRS International Journal of Geo-Information. 2024; 13(9):332. https://doi.org/10.3390/ijgi13090332
Chicago/Turabian StyleCzimre, Klára, Károly Teperics, Ernő Molnár, János Kapusi, Ikram Saidi, Deddy Gusman, and Gyöngyi Bujdosó. 2024. "Potentials in Using VR for Facilitating Geography Teaching in Classrooms: A Systematic Review" ISPRS International Journal of Geo-Information 13, no. 9: 332. https://doi.org/10.3390/ijgi13090332
APA StyleCzimre, K., Teperics, K., Molnár, E., Kapusi, J., Saidi, I., Gusman, D., & Bujdosó, G. (2024). Potentials in Using VR for Facilitating Geography Teaching in Classrooms: A Systematic Review. ISPRS International Journal of Geo-Information, 13(9), 332. https://doi.org/10.3390/ijgi13090332