Skip to main content

3D Virtual Reality in K-12 Education: A Thematic Systematic Review

  • Chapter
  • First Online:
Emerging Technologies and Pedagogies in the Curriculum

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 139.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 179.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Argles, T., Minocha, S., & Burden, D. (2015). Virtual field teaching has evolved: Benefits of a 3D gaming environment. Geology Today, 31(6), 222–226.

    Article  Google Scholar 

  • Bennett, J. (2010). Vibrant matter. Durham, UK: Duke University Press.

    Book  Google Scholar 

  • Boyatzis, R. E. (1998). Transforming qualitative information. Cleveland: Sage.

    Google Scholar 

  • Brown, A., & Green, T. (2016). Virtual reality: Low-cost tools and resources for the classroom. Tech Trends, 60, 517–519.

    Article  Google Scholar 

  • Bruner, J. (1960/1977). The process of education. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Chintiadis, P., Kazanidis, I., Tsinakos, A. (2018). Trials of the Acropolis: Teaching Greek mythology using virtual reality and game based learning. In M. Auer & T. Tsiatsos (Eds.), Interactive mobile communication technologies and learning: Proceedings of the 11th IMCL conference (pp. 247–257). Cham, Switzerland: Springer.

    Google Scholar 

  • Choat, S. (2018). Science, agency, and ontology: A historical materialist response to new materialism. Political Studies, 66, 1027–1042.

    Article  Google Scholar 

  • Craddock, I. M. (2018). Immersive virtual reality, Google Expeditions, and English language learning. Library Technology Reports, 54(4), 7–9.

    Google Scholar 

  • Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Education Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x.

    Article  Google Scholar 

  • Dewey, J. (1985). Democracy and education, 1916. Il: Southern Illinois University Press Carbondale.

    Google Scholar 

  • Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British Journal of Educational Technology, 46(2), 412–422. https://doi.org/10.1111/bjet.12135.

    Article  Google Scholar 

  • Gough, D., Oliver, S., & Thomas, J. (2012). An introduction to systematic reviews (2nd Ed.). London, UK: Sage.

    Google Scholar 

  • Grotzer, T. A., Powell, M. M., Derbiszewska, K. M., Courter, C. J., Kamarainen, A. M., Metcalf, S. J., et al. (2015). Turning transfer inside out: The affordances of virtual worlds and mobile devices in real world contexts for teaching about causality across time and distance in ecosystems. Tech Know Learn, 20, 43–69. https://doi.org/10.1007/s10758-014-9241-5.

    Article  Google Scholar 

  • Han, H. (2011). Second Life, a 3-D animated virtual world: An alternative platform for (art) education. Art Education, 64(4), 41–46.

    Article  Google Scholar 

  • Hew, K. F., & Cheung, W. S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 33–55. https://doi.org/10.1111/j.1467-8535.2008.00900.x.

    Article  Google Scholar 

  • Kavanaugh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in Science & Technology in Education, 10(2), 85–119.

    Google Scholar 

  • Lin, M., Tutwiler, M. S., & Chang, C. (2011). Exploring the relationship between virtual learning environment preference, use, and learning outcomes in 10th grade earth science students. Learning, Media & Technology, 36(4), 399–417.

    Article  Google Scholar 

  • Mikropoulos, T., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56, 769–780.

    Article  Google Scholar 

  • Minocha, S., Tudor, A., & Tilling, S. (2017). Affordances of mobile virtual reality and their role in learning and teaching. In The 31st British human computer interaction conference. University of Sunderland’s St. Peter’s Campus, UK, 2017. Sunderland, UK: BCS Learning and Development Ltd.

    Google Scholar 

  • Moorefield-Lang, H. (2015). Libraries and the rift. Knowledge Quest, 43(5), 76–77.

    Google Scholar 

  • Oculus. (n.d.). Oculus rift. Retrieved February 4, 2019, from https://immersivevreducation.com/apollo-11-vr/.

  • Pederson, S., & Irby, T. (2014). The VEL science project: Middle schoolers’ engagement in student-directed inquiry within a virtual environment for learning. Computers & Education, 71, 33–42.

    Article  Google Scholar 

  • Rautio, P. (2013). Why children carry stones. Children’s Geographies, 11(4), 394–408.

    Article  Google Scholar 

  • Sun, K., Lin, C., & Wang, S. (2010). A 3-D virtual reality model of the sun and the moon for e-learning at elementary school. International Journal of Science and Mathematics Education, 8, 689–710.

    Article  Google Scholar 

  • Tarng, W., Chang, M., Ou, K., Yu, K., & Hsieh, K. (2012). The development of a virtual farm for applications in elementary science education. International Journal of Distance Education Technologies, 10(2), 1–16.

    Article  Google Scholar 

  • Tesar, M., & Arndt, S. (2016). Vibrancy of childhood things: Power, philosophy, and political ecology of matter. Cultural Studies Critical Methodologies, 16(2), 193–200.

    Article  Google Scholar 

  • The OpenScience Laboratory. (2013). Virtual Skiddaw: 3D geology field trip. Retrieved from https://learn5.open.ac.uk/course/format/sciencelab/section.php?name=skiddaw_1.

  • Thomas, J., & Harden, A. (2008). Methods for the thematic synthesis of qualitative research in systematic reviews. BMC Medical Research Methodology, 8(45).

    Google Scholar 

  • Tutwiler, M. S., Lin, M., & Chang, C. (2012). Determining virtual environment ‘‘fit’’: The relationship between navigation style in a virtual field trip, student self-reported desire to visit the field trip site in the real world, and the purposes of science education. Journal of Science Education and Technology, 22, 351–361. https://doi.org/10.1007/s10956-012-9398-4.

    Article  Google Scholar 

  • VR Education Holdings. (2019). Apollo 11 VR. Retrieved from https://immersivevreducation.com/apollo-11-vr/.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Rebecca Tilhou .

Editor information

Editors and Affiliations

Glossary of Terms

3D VR

A digital representation of an environment where users can create their own presence move around and see peripherally, and interact with objects.

Constructivism

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

A small box equipped with lenses that fits into a smartphone to be paired with 3D VR technology, Google Expeditions.

Google Expeditions

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

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

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

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

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.

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

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

Download citation

  • DOI: https://doi.org/10.1007/978-981-15-0618-5_10

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-15-0617-8

  • Online ISBN: 978-981-15-0618-5

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics