Abstract
With progressive twenty-first-century 3D virtual technologies, the ability to blur the lines between material reality and digital worlds is proliferating in K-12 classrooms across the globe. A thematic systematic review was used to examine three-dimensional (3D) virtual reality (VR) in K-12 education from 2010 to 2019. Findings revealed specific features and capabilities of contemporary 3D VR technologies, how 3D VR technologies are being used in K-12 education, and how 3D VR supports learning experiences. In 3D virtual worlds, students are able to view peripherally through a virtual presence, experience weather, time, and different environments, and virtually touch and examine objects. The current research showed that 3D VR is commonly applied in middle and high school science classrooms and facilitates the pedagogic approach of inquiry-based learning (IBL), a branch of constructivism. The reviewed studies indicated that integrating 3D VR technologies leads to enhanced learning experiences, leading to increased achievement and motivation.
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Glossary of Terms
- 3D VR
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A digital representation of an environment where users can create their own presence move around and see peripherally, and interact with objects.
- Constructivism
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A learning theory that suggests humans develop knowledge and understanding when in a supportive environment that allows them to construct new ideas and apply those ideas to create deeper understanding and skills.
- Google Cardboard
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A small box equipped with lenses that fits into a smartphone to be paired with 3D VR technology, Google Expeditions.
- Google Expeditions
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A 3D VR technology that offers more than 500 3-D virtual field trip expeditions that allow for 360-degree photospheres of locations all over the world.
- Immersive Environment
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A realistic three-dimensional virtual environment where users have a presence they can control and use to interact with matter in the environment.
- Inquiry-Based Learning
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A component of constructivism that requires students to address real-world problems by developing curiosity through questioning collecting and interpreting data, and synthesizing evidence to come to conclusions.
- Virtual Environment for Learning
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A 3D virtual environment that represents realistic natural environments where users have the ability to interact with objects in the environment collect data, and see change over time.
- Virtual Field Trips
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A 3D virtual environment that can represent real-world locations. Users have the ability to interact with objects in the environment collect data, and collaborate with other users within the environment.
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Tilhou, R., Taylor, V., Crompton, H. (2020). 3D Virtual Reality in K-12 Education: A Thematic Systematic Review. In: Yu, S., Ally, M., Tsinakos, A. (eds) Emerging Technologies and Pedagogies in the Curriculum. Bridging Human and Machine: Future Education with Intelligence. Springer, Singapore. https://doi.org/10.1007/978-981-15-0618-5_10
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DOI: https://doi.org/10.1007/978-981-15-0618-5_10
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