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1 The Potentials and Trends of VR in Education: A Bibliometric Analysis on Top Research Studies in the last Two decades Dejian Liu, Kaushal Kumar Bhagat, Yuan Gao, Ting-Wen Chang, Ronghuai Huang Smart Learning Institute of Beijing Normal University

2 Why Bibliometric Analysis?

3 2016: The Year of Virtual Reality

4

5

6 Virtual Reality and Augmented Reality 1968, Ivan Sutherland, the first VR and AR Head-mounted display system created. ( father of computer graphics ) 1989, Lanier, the term of Virtual Reality proposed, and the VR technology developed to be relevant products, promoting the development and application of VR. AR and VR are very close but still there some differences, AR is closer to reality whereas VR refers to vitality

7 Technological and Psychological perspectives Technological perspective: VR is a collection of diverse technologies with interactive means. VR integrates a set of multiple media in a three-dimensional environment such as audio, text, video, image, and so on. Psychological perspective: VR was defined as a particular type of experience instead of a technology. It is the psychological sense of being there in the environment generated by VR. VR is a computer simulation system that could create a 3D virtual world, representing real or non-real situations (Coelho, et al., 2006)

8 Game-oriented and Socially-oriented Two different types of VR system: game-oriented VR (e.g., World of Warcraft) and socially-oriented VR (e.g., Second Life) (Papagiannidis, Bourlakis, and Li, 2008) Game-oriented VR has precise rules and regulations, limiting the availability of certain activities exclusively for specific characters Socially-oriented counterparts grant their users practically unlimited freedom and options to create their characters and to engage in virtual activities (Nagy & Koles, 2014)

9 3I Characteristics of VR Immersion Interaction Imagination Main characteristics of VR identified by Burdea and Coiffet (2003)

10 Main types of VR Purpose Place Platform Population Profit Population Educational activities Learning theories Learning environment Supporting technologies Research areas Messinger, Stroulia and Lyons (2008) s classification Miller and Jiang (2012) s taxonomy

11 VR in Education Application of VR on Education Observational learning Operational learning Social learning Academic research

12 Observational Learning Virtual Campus (De Lucia, Francese, Passero, & Tortora, 2009)

13 Operational Learning Using the situated learning environment created by VR, learners are allowed to operate the objects with their own hands, to observe and to experience carefully. Example: Newton World developed under NASA s Science Space project

14 Social Learning 3D virtual environment provides a multi-user virtual environment where the teachers and students are able to conduct social learning activities, highlighting its characteristic of high interaction.

15 Scientific Research

16 How to conduct bibliometric analysis?

17 Bibliometric analysis Assess research performance and impact -->development trajectories Emerging trends and the knowledge of structure -->a potential guide for future research related to VR Hiscite and VosViewer software are used

18 57114/

19 The growth of virtual reality publications in education from

20 The basic findings

21 1 Top 10 most productive journals published VR-E Journal name TA LCS GCS 1 Computers & Education Journal of Surgical Education International Journal of Engineering Education Educational Technology & Society Computer Applications in Engineering Education British Journal of Educational Technology Anatomical Sciences Education Interactive Learning Environments Medical Teacher Academic Medicine Note: TA= Total number of articles, LCS= Local citation scores, GCS=Global citation scores

22 2 Top 10 most-prolific authors Author Country TA LCS GCS Aggarwal R UK Darzi A UK Wilson TD Canada Goktas Y Turkey Hwang GJ Taiwan Kneebone R UK Passig D Israel Ahmed K UK Bjerrum F Denmark Dasgupta P UK

23 3 Top 10 most productive countries/regions Country/Regions TA LCS GCS USA UK Taiwan Canada Spain Australia Peoples R China Netherlands Turkey Greece

24 The network of top 20 countries involved in virtual reality research

25 4 Top 10 productive research institutions of research Institutions Country/Region TA LCS GCS National Taiwan Normal University Taiwan National Taiwan University of Taiwan Science & Technology National Central University Taiwan Harvard University USA University of Toronto Canada Arizona State University USA Imperial College London England University of Western Ontario Canada University of Illinois USA Bar- Ilan University Israel

26 5 Top 10 most cited articles Cited References Rec Seymour NE, 2002, ANN SURG, V236, P458, DOI /01.SLA B4 34 Dalgarno B, 2010, BRIT J EDUC TECHNOL, V41, P10, DOI /j x 33 Barab S, 2005, ETR&D-EDUC TECH RES, V53, P86, DOI /BF Dunleavy M, 2009, J SCI EDUC TECHNOL, V18, P7, DOI /s Nicholson DT, 2006, MED EDUC, V40, P1081, DOI /j x 29 Wu HK, 2013, COMPUT EDUC, V62, P41, DOI /j.compedu Garg AX, 2002, ACAD MED, V77, ps97, DOI / Garg AX, 2001, LANCET, V357, P363, DOI /S (00) Dede C, 2009, SCIENCE, V323, P66, DOI /science Hew KF, 2010, BRIT J EDUC TECHNOL, V41, P33, DOI /j x 23

27 Virtual Reality Training Improves Operating Room Performance Neal E. Seymour, Anthony G. Gallagher, Sanziana A. Roman,Michael K. O Brien, Vipin K. Bansal, Dana K. Andersen, and Richard M. Satava Top 1

28 6 Top 10 high frequency keywords Keywords TA 1 Virtual reality Interactive learning environment 64 3 Augmented reality 60 4 Simulation 54 5 Education 36 6 Second life 28 7 Virtual worlds 28 8 Laparoscopy 27 9 Teaching/learning strategies Medical education 26

29 Network visualization of 32 keywords which meet the threshold of occurrence at least 10 times

30 4 Clusters for top 32 most frequently used keywords Cluster 1 1.Cooperative/collaborative learning 2.Elementary education 3.Human-computer interaction 4. Improving classroom teaching 5.Interactive learning environment 6.Media in education 7.Multimedia/hypermedia system 8.Pedagogical issues 9.Simulations 10.Teaching/learning strategies 11.Virtual reality Cluster 3 1. Augmented Reality 2. Collaborative learning 3. Engineering education 4. Game-based learning 5. Second life 6. Virtual world Cluster 2 1. Computer-mediated communication 2. Distance education 3. E-learning 4. Gross anatomy education 5. Higher education 6. Medical education 7. Mobile learning 8. Virtual classroom 9. Virtual environment Cluster 4 1. Education 2. Immersion 3. Laparoscopy 4. Simulation 5. Teacher Education 6. Training

31 Further literature reviewing

32 ScienceSpace: Virtual Realities for Learning Complex and Abstract Scientific Concepts Chris Dede Graduate School of Education George Mason University Fair fax, VA (703) IEEE Proceedings of VAAIS'96

33 Planning for Neomillennial Learning Styles Shifts in students' learning style will prompt a shift to active Construction of knowledge through mediated immersion By Chris Dede Number , EDUCAUSE QUARTERLY

34 Immersive Interfaces for Engagement and Learning Chris Dede 2 January 2009 Vol 323

35 Making Learning Fun: Quest Atlantis, A Game Without Guns ETR&D, Vol 53, No. 1, 2005

36 Application of the Environmental Sensation Learning Vehicle Simulation Platform in Virtual Reality

37 Design and implementation of an intelligent virtual environment for improving speaking and listening skills

38 Improving children's cognitive modifiability by dynamic assessment in 3D Immersive Virtual Reality environments

39 The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development

40 Conclusions and Challenges

41 Conclusions Empirical findings from previous studies A number of previous studies showed positive results of VR in promoting learning. But current studies mostly used observations, questionnaires, self-reports, and other simple methods to get the findings, thereby lacking experimental, quantitate supports. Effects of VR technology on learning needs to be repeatedly tested and confirmed by more empirical studies.

42 The scenarios and relationship Typical VR systems Desktop based VR system Fully immersed VR system Distributed VR system VR-related Learning Theories Constructivism Self-directed learning Cognitive load theory The typical VR systems and Learning Theories

43 Challenges Learning Content and Learning styles. Cognitive overload Effects of learning Experience Unfriendly interacting Identity transformation Privacy and Data security Technology Device cost and portability Environmental stimulations Adaptive and Consistent Integration of technology and environment

44 Discussion

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Virtual Reality Learning Environment VRLE 100037 G40-057 A 1009 8097 2017 02 0019 07 DOI 10.3969/j.issn.1009-8097.2017.02.003 20 80 [1] 2000 Oculus Rift 2009 Second Life [2] Second Life 80% Second Life 150 Second Life [3] [4] [5][6] Virtual Reality

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