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Article

Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods

1
School of Computing, University of Eastern Finland, FIN-80101 Joensuu, Finland
2
Department of Computer Science, Electrical and Space Engineering, Luleå University of Technology, 971 87 Luleå, Sweden
*
Authors to whom correspondence should be addressed.
Academic Editor: João Piedade
Educ. Sci. 2021, 11(3), 142; https://doi.org/10.3390/educsci11030142
Received: 22 February 2021 / Revised: 15 March 2021 / Accepted: 16 March 2021 / Published: 23 March 2021
(This article belongs to the Special Issue Current Trends in Game-Based Learning)
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles that met the inclusion criteria. This study demonstrates that VR research for CS education was faring well around 2011 but witnessed low production output between the years 2013 and 2016. However, scholars have increased their contribution in this field recently, starting from the year 2017. This study also revealed prolific scholars contributing to the field. It provides insightful information regarding research hotspots in VR that have emerged recently, which can be further explored to enhance CS education. In addition, the quantitative method remains the most preferred research method, while the questionnaire was the most used data collection technique. Moreover, descriptive analysis was primarily used in studies on VR in CS education. The study concludes that even though scholars are leveraging VR to advance CS education, more effort needs to be made by stakeholders across countries and institutions. In addition, a more rigorous methodological approach needs to be employed in future studies to provide more evidence-based research output. Our future study would investigate the pedagogy, content, and context of studies on VR in CS education. View Full-Text
Keywords: computer science education; virtual reality; VR; content analysis; bibliometric analysis; immersion; 3D simulation; presence; game-based learning computer science education; virtual reality; VR; content analysis; bibliometric analysis; immersion; 3D simulation; presence; game-based learning
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MDPI and ACS Style

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

AMA Style

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 Style

Agbo, Friday J., Ismaila T. Sanusi, Solomon S. 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

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