Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
Abstract
:1. Background of the Study
- RQ1
- How is the growth of research publication and citation of articles on VR in computer science education?
- RQ2
- Who are the most active authors, institutions, and countries publishing articles on the use of VR in computer science education?
- RQ3
- What co-occurrence patterns exist in studies on the use of VR in computer science education?
- RQ4
- What is the trend of the research methodology employed in articles on VR in computer science education?
- RQ5
- What were the most preferred data collection tools and sampling methods in articles on the use of VR in computer science education?
- RQ6
- What were the sample sizes in articles on the use of VR in computer science education?
- RQ7
- What were the most preferred data analysis methods in articles on the use of VR in computer science education?
2. Methods
- (i)
- Literature search and data collection
- (ii)
- Data extraction, loading, and conversion
- (iii)
- Data Synthesis
- (i)
- the paper must focus on virtual reality for education in computer science education;
- (ii)
- the paper designed a study or developed a solution to facilitate CS education in a VR environment;
- (iii)
- the study reported any outcome by evaluating with users (students, educators, or experts);
- (iv)
- the paper is open access and could be downloaded for detailed review.
3. Results
3.1. Findings from Bibliometric Mapping Analysis
3.1.1. Research Publication Growth of Articles on the Use of VR in Computer Science Education
3.1.2. Most Active Authors, Institutions, and Countries Publishing Articles on the Use of VR in Computer Science Education
3.1.3. Keywords Co-Occurrence Patterns of Studies on the Use of VR in Computer Science Education
3.2. Findings from Content Analysis
3.2.1. Trends of the Research Methodology Employed in Articles on the Use of VR in Computer Science Education
3.2.2. The Most Preferred Data Collection Tools and Sampling Methods in Articles on the Use of VR in Computer Science Education
3.2.3. Sample Populations and Sample Sizes in Articles on the Use of VR in Computer Science Education
3.2.4. Most Preferred Data Analysis Methods in Articles on the Use of VR in Computer Science Education
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Authors | Aim of the Study | Results of the Study |
---|---|---|
Nguyen et al. [31] | Virtual reality (VR) programming environment called VRASP was developed allow students to produce an avatar (agent) in a virtual world that is able to answer questions in spoken natural language. | Findings from the study show that students were able to communicate with the environment intuitively with an accuracy of 78%. |
Srimadhaven et al. [32] | The study focused on conducting an experiment with the virtual reality mobile app in order to assess the cognitive level of the students in a Python course. | The authors anticipated that findings can be useful to higher education students and enhance the performance of all levels of learners. |
Bouali et al. [33] | This study presented a VR-based learning game to support the teaching and learning of object-oriented programming (OOP) concepts in computing education. | The authors envisaged that the designed game would spark interest for learning CS programming concepts such as IF condition, Arrays, and Loops. |
Dengel [34] | This study demonstratred how metaphorical representations in VR can enhance the understanding of theoretical computer science concepts by using the Treasure Hunt game. | The study anticipated measuring students’ cognition, presence, usability, and satisfaction in their future study. |
Bolivar et al. [35] | This study presented an immersion 3D environment in the form of a video game. The environment offers the player the opportunity to explore basic CS concepts without removing any of the entertaining aspects of games. | The authors anticipated a positive impact of the framework when their future research is completed. |
Parmar et al. [36] | This authors developed a virtual reality tool—VEnvI—to support CS students in learning about the fundamental of CS. | The study presented several cases and sample projects developed to assist teachers in their classes. |
Kerdvibulvech [37] | This study proposed a virtual environment framework for human–computer interaction. | The author envisaged that this approach could provide significant ducational values. |
Rodger et al. [38] | The authors have developed curriculum materials for several disciplines both for student and teacher use. The curriculum materials include tutorials, sample projects, and challenges for teaching CS topics. | Demonstration and evaluation of the tool was expected to produce useful outcome. |
Vallance [39] | This study aimed to set a medium of collaboration within a 3D virtual world. | This study was still a work in progress, and hence a concrete result was not presented. |
Arrington et al. [40] | This study designed and implemented Dr. Chestr, a virtual human in a virtual environment game aimed at supporting the understanding and retention of introductory programming cources. | The study measured students’ cognition, presence, usability, and satisfaction and found that students enjoyed the experience and were successfully engaged the virtual world. |
Vanderdonckt and Vatavu [41] | This study present a VR application where the user, a psychologist, controls a virtual puppet (a cartoon-like character in VR). | The study found that when receiving lectures in a virtual environment by a teacher, the child was calm, focused, and capable of working on his assignments without showing any disruptive behaviors. |
Parmar et al. [42] | The authors developed a VR tool—VEnvI—to support CS students in learning about the fundamental CS concepts such as sequences, loops, variables, conditionals, and functions. | Participants who tested the VR tool agreed that the visual aspect improved the overall learning experience. |
Adjorlu and Serafin [43] | This study investigated the feasibility of using VR to reduce disruptive classroom behavior of a child diagnosed with autism spectrum disorder (ASD). | The study provided guidelines to educators and instructional designers who wish to offer interactive and engaging learning activities to their students. |
Berns et al. [44] | A VR educational platform MYR was built to spark student interest in computer science by allowing them to write code that generates three-dimensional, animated scenes in virtual reality environment. The goal of the project was to gain insight into computing students’ success, motivation, and confidence in learning computing. | Evaluation with CS students shows that MYR is hard for CS students to provide clear 3D representations for programming concepts; however, the study was able to derive some common figures. |
Christopoulos et al. [45] | Authors investigared what effect instructional design decisions have on motivation and engagement of students learning in virtual and physical world. | Evaluation of this tool suggests that users’ experience is enhanced through the 3D animation. |
Ortega et al. [46] | The study developed a 3D virtual programming language to provide an interactive tool for beginners and intermediate students to learn programming concepts. | The study reported that the method creates fun and effective means of interdisciplinary study. |
Sanna et al. [47] | This study proposed a virtual 3D tool (touchless interface) to support people without any prior knowledge in code writing to promote user friendliness and usability experience. | Feedback from the workshop participants generally shows that they had a good experience. |
Cleary et al. [48] | This study explored a style of teaching youths how to write computer program using reactive programming in a 3D virtual environment. | The study tested educational virtual environments (EVEs) with pre- and post-test and found to be significantly effective. |
Domik et al. [49] | The authors created “Move the World” workshop in a summer camp to increase high school juniors’ interest in computer science by leveraging math and virtual worlds. | Overall comments from participants of the workshop revealed that learning in the virtual world is appealing and inspiring. |
Dengel [50] | The study modeled three computer scienc topics- asymmetric encryption/decryption, and finite state machines in a 3 D immersive VR to teach these topics. | The study discusses students’ preconceptions towards the inclusion of 3D virtual learning environments in the context of their studies and further elicit their thoughts related to the impact of the “hybrid” interactions |
Koltai et al. [51] | This study used a VR game (Mazes) to teache CS concepts. | The study reported positive impact on computer science education by increasing engagement, knowledge acquisition, and self-directed learning. |
Christopoulos et al. [52] | This authors developed a tool—FunPlogs application—to deply microlearning. | The study generally indicated that participants perceived a high joy of use while playing FunPlogs, which indicated that despite the simple game concept, complex matters as the while-loop could be transported to programming laymen. |
Banic and Gamboa [53] | The study explored a summer course that uses visual design problem-based learning pedagogy with virtual environments as a strategy to teach computer science. | The study concluded that interactions in VR plays a crucial role in learner engagement. |
Horst et al. [54] | This study introduced a VR puzzle mini-game for learning fundamental programming principles. | The study outcome shows that the proposed module helps students learn stacks and queues while being satisfactorily usable. |
Christopoulos and Conrad [55] | Authors examined the impact that the virtual reality learning process has on university students who study CS and have almost no experience in the use of virtual worlds. | Results show that the self-overlapping maze is experienced as freely walkable while the map is mostly understandable. |
Stigall and Sharma [56] | This study designed a game theme-based instructional (GTI) module to teach undergraduate CS majors about stacks and queues. | The analysis of SEQ usability test shows good acceptance. |
Serubugo et al. [57] | This study investigated how working with VR setups can be walkable in small physical spaces or included in non-HMD participants using self-overlapping maze | Analysis of the usability and likeability of the survey shows that students felt motivated and engaged in learning programming concepts. |
Pilatásig et al. [58] | This study designed a VR tool to assist in training and rehabilitation of hands and wrist | The study reported that students gained cognitive thinking process and had a greater range of expressing sufficiently alternative to self-explanatory solutions. |
Segura et al. [59] | This study designed a VR application (VR-OCKS) to teach basic programming concepts such as flow statements and conditional selections. | The initial evaluation of this tool shows that it enhanced creative thinking of young children. |
Pellas and Vosinakis [60] | The authors explored a 3D simulation game to teach computational problem-solving. | Evaluation results demonstrated positive student perceptions about the use of gaming instructional modules to advance student learning and understanding of the concepts. |
Stigall and Sharma [61] | This study designed and developed two gaming modules for teaching CS students object-oriented programming (OOP) and binary search. | Result analysis suggests that participants showed similar connectedness in affiliative tour and competitive design. |
Sharma and Ossuetta [62] | The authors developed virtual reality instructional (VRI) modules for teaching loops and arrays that can provide a better understanding of the concept. | The study measured participants’ intentions toward majoring in a computing discipline, attitudes toward computing, and overall satisfaction with the camp, and showed positive indication. |
Ijaz et al. [63] | This study proposed a VR exergaming platform that combines a recumbent tricycle and real-world panoramic images where the player can navigate real locations in a safe virtual environment | This study argued that comparative studies are a useful method for analyzing benefits of different approaches to controlling virtual agents. |
Hulsey et al. [64] | This study reported the experience of a summer camp that introduced computing concepts to middle school girls in the context of an online, multiplayer, virtual world. | This study demonstrated that familiarity may reduce working memory load and increase children’s spatial memory capacity for acquiring sequential temporal–spatial information from virtual displays. |
Gemrot et al. [65] | This study presents results of comparing the usability of an academic technique designed for programming intelligent agents’ behavior with the usability of an unaltered classical programming language. | Outcome of the experiment with CodeSpells shows that students were able to understand and write basic Java code after only 8 h of playing the game. |
Korallo et al. [66] | This study examined the potential use of virtual environment in general computer knowledge in virtual environment. | Outcome of the study provide overview of the two reviewed approaches for implementing VR gestures, which may guide experts. |
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Database | Description of the Protocol | Combination of Search String Based on Database Algorithm | Search Outcome |
---|---|---|---|
WoS | Applying the search keywords in quotation to the WoS TOPIC field with binary operators. | TOPIC: (“virtual reality” OR “VR”) AND TOPIC: (“computer science” OR “computing education”). | 80 |
Additional conditions were applied by limiting the results to only articles and proceedings papers, with time span set to 2011–2020. | TOPIC: (“virtual reality” OR “VR”) AND TOPIC: (“computer science”).Refined by: DOCUMENT TYPES: (ARTICLE OR PROCEEDINGS PAPER) AND PUBLICATION YEARS: (2020 OR 2014 OR 2019 OR 2013 OR 2018 OR 2012 OR 2017 OR 2011 OR 2016 OR 2015)Timespan: All years. Indexes: SCI-EXPANDED, SSCI, A&HCI, ESCI. | 58 | |
Scopus | Applying the search keywords in quotation to Scopus title, abstract, and keywords field with binary operators and limiting the time span to 2011–2020. | (TITLE-ABS-KEY (“virtual reality” OR “VR”) AND TITLE-ABS-KEY (“computer science” OR “computing education”)) AND PUBYEAR > 2010 AND PUBYEAR < 2021. | 1058 |
Applying additional conditions by limiting to only articles and conference papers. | (TITLE-ABS-KEY (“virtual reality” OR “VR”) AND TITLE-ABS-KEY (“computer science” OR “computing education”)) AND PUBYEAR > 2010 AND PUBYEAR < 2021 AND (LIMIT-TO (DOCTYPE, “cp”) OR LIMIT-TO (DOCTYPE, “ar”)) AND (LIMIT-TO (LANGUAGE, “English”)). | 962 | |
After merging both files, we removed 49 duplicated documents. | 971 Total |
Steps | Instructions on How to Merge Two Points of Data from WoS and Scopus Databases |
---|---|
1 | Download in BibTex format independently from databases (in this case, WoS and Scopus). |
2 | Save data in a directory with a name that says “rawData”. |
3 | Open RStudio and import the bibliometrix library by running the script < library(“bibliometrix”) > in the command-line interface (CLI). |
4 | In Rstudio CLI, run the script < setwd (“C:/../…/… /rawData”) > to open the directory where data would be imported from and saved. Not that the ellipsis (…) indicates the paths to the directory and should be correctly inserted. |
5 | Download in BibTex format independently from databases (in this case, WoS and Scopus). |
6 | Save data in a directory with a name that says “rawData”. |
Description | Results |
---|---|
Main information about data | |
Timespan | 2011–2020 |
Sources (journals, books, etc.) | 378 |
Documents | 971 |
Average years from publication | 4.53 |
Average citations per documents | 3.754 |
Average citations per year per doc | 0.7841 |
References | 21,021 |
Document types | |
Article | 157 |
Conference paper | 814 |
Document contents | |
Keywords plus (ID) | 6281 |
Author’s keywords (DE) | 2848 |
Authors | |
Authors | 2738 |
Author appearances | 3308 |
Authors of single-authored documents | 98 |
Authors of multi-authored documents | 2640 |
Author collaboration | |
Single-authored documents | 102 |
Documents per author | 0.355 |
Authors per document | 2.82 |
Co-authors per documents | 3.41 |
Collaboration index | 3.04 |
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Share and Cite
Agbo, F.J.; Sanusi, I.T.; Oyelere, S.S.; Suhonen, J. Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods. Educ. Sci. 2021, 11, 142. https://doi.org/10.3390/educsci11030142
Agbo FJ, Sanusi IT, Oyelere SS, Suhonen J. Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods. Education Sciences. 2021; 11(3):142. https://doi.org/10.3390/educsci11030142
Chicago/Turabian StyleAgbo, Friday Joseph, Ismaila Temitayo Sanusi, Solomon Sunday Oyelere, and Jarkko Suhonen. 2021. "Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods" Education Sciences 11, no. 3: 142. https://doi.org/10.3390/educsci11030142
APA StyleAgbo, F. J., Sanusi, I. T., Oyelere, S. S., & Suhonen, J. (2021). Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods. Education Sciences, 11(3), 142. https://doi.org/10.3390/educsci11030142