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5 November 2024

Immersive Learning: A Systematic Literature Review on Transforming Engineering Education Through Virtual Reality

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1
Centre for Smart Information and Communication Systems, Department of Electrical and Electronic Engineering Science, University of Johannesburg, Auckland Park Campus, P.O. Box 524, Johannesburg 2006, South Africa
2
Department of Communication Networks and Switching Systems, Moscow Technical University of Communications and Informatics, 8a Aviamatornaya Street, Moscow 111024, Russia
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Centre for Applied Research and Innovation in the Built Environment CARINBE, Faculty of Engineering and the Built Environment, University of Johannesburg, Auckland Park Campus, P.O. Box 524, Johannesburg 2006, South Africa
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This article belongs to the Special Issue Contemporary Developments in Mixed, Augmented, and Virtual Reality: Implications for Teaching and Learning

Abstract

Integrating Virtual Reality (VR) with developing technology has become crucial in today’s schools to transform in-the-moment instruction. A change in perspective has occurred because of VR, enabling teachers to create immersive learning experiences in addition to conventional classes. This paper presents a systematic literature review with an in-depth analysis of the changing environment of immersive learning. It discusses advantages and challenges, noting results from previous researchers. VR facilitates more profound knowledge and memory of complex subjects by allowing students to collaborate with digital structures, explore virtual landscapes, and participate in simulated experiments. Developing VR gear, like thin headsets and tactile feedback mechanisms, has democratised immersive engineering learning by making it more approachable and natural for a broader range of students. This study sheds light on the revolutionary potential of immersive learning via VR integration with new technologies in real-time education by examining current trends, discussing obstacles, and an outlook on future directions using the new Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). This study used four databases: Scopus, IEEE, Springer, and Google Scholar. During the selection, 24 articles were added during the review, and 66 studies were selected. It clarifies best practices for adopting VR-enhanced learning environments through empirical analysis and case studies, and it also points out directions for future innovation and growth in the field of immersive pedagogy.

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