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Virtual Worlds
  • Systematic Review
  • Open Access

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
3
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
*
Author to whom correspondence should be addressed.
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.

1. Introduction

Virtual reality and traditional techniques each have advantages and disadvantages. A hybrid learning strategy for engineering students that blends virtual reality’s interactive, immersive advantages with the tried-and-true conventional schooling methods could offer a thorough and efficient education. Traditional approaches guarantee an academically solid basis and beneficial interpersonal interactions.
VR’s contributions to higher education include but are not limited to the following:
  • Improving engagement, knowledge, and practical abilities.
  • It is an effective way to teach learners and apprentices complex ideas.
  • It can accurately simulate real-world scenarios and realise desired outcomes.
  • Trainees can gain abilities in virtual environments that would be challenging to learn within conventional instructional and educational settings.
  • Virtual environments can also boost passion and improve academic and cognitive abilities [1].
  • Experiments can be conducted virtually and repeatedly, thus reinforcing knowledge.
Currently, one of the most widely used technologies is virtual reality. The immersive simulation uses computer-generated visuals to recreate a real-world setting. The person using it will engage inside the boundaries of this produced simulated atmosphere, fully submerged in it. Learners benefit from a greater degree of interaction as a result [2]. The idea of “learning factories” (LFs) has recently gained traction to modernise education and create more authentic education settings. Likewise, virtual reality has proven to be an effective way to teach learners and apprentices challenging ideas. Virtual reality is an enhanced visualisation method that is beneficial and successful [3].
Participants need help to self-configure laboratory equipment, encounter emergencies, or face the impacts of incorrect setup that could harm equipment. These practical activities, which primarily depend on sophisticated scientific apparatus, must be completed while supervised. Furthermore, practising and making up for lost time is only possible in the scheduled laboratory time. A designated number of prospective customers and pertinent partners should test the newly established service. It is necessary to assess the good, considering its strengths, weaknesses, efficacy, and functioning [4].
The equipment for practicals is set within a practical laboratory, and participants are physically in attendance as they do an inquiry technique (experiment). Tests provide data that support or refute the hypothesis for learners. The experimental area, expensive machinery, and instruments with significant upfront and ongoing costs are required [5]. As a result, this study meticulously gathers, examines, and evaluates the most recent papers regarding the advantages, disadvantages, and study gaps associated with virtual reality in training. It then uses this information to support its suitability for teaching engineering. The results are noteworthy because the systematic literature review studies indicate a deficiency in the VR technological implementation, which significantly lessens the educational benefits for students in engineering courses and education more generally. Therefore, to bridge the gap and realise the full potential of virtual reality in engineering education, the present study confidently proposes a conceptual approach based on the analysis of the most recent publications using inclusion and exclusion criteria [6].
  • The structure of this article is as follows:
Section 2 is related work; this includes a literature review and search strategy with research objectives and questions. Section 3 then presents materials and methods, the methodology used, the systematic literature review technique, the search strategy, the selection criteria, and the data analysis procedure. Section 4 shows the results and discussion, covering the types of learning environments or uses, implementation obstacles, and the educational advantages of virtual reality, with future directions and summary. Finally, Section 5 has the conclusion and recommendations for further study and real-world implementations of immersive learning in engineering.

3. Materials and Methods

Methodology

  • Study Design
This systematic literature review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) standards. PRISMA ensures transparency and thoroughness in the research process by offering an organised method for performing systematic reviews. The study covered only five years mainly because technology is changing rapidly, and there is a need to research current and latest trends. We used ChatGPT for content creation and QuillBot for language improvement.
We used a systematic review for a thorough literature search using the PRISMA framework to find and choose research on virtual reality in engineering education,
Meta-Analysis: Quantitative data from chosen research publications will be combined and examined where suitable to assess VR’s overall efficacy.
  • Search Strategy
We chose goals and research questions that met the exacting requirements of MDPI journals, guaranteeing a comprehensive and robust methodological analysis of virtual reality in engineering education using the PRISMA method.
  • Systematic Literature Review Process
We initially retrieved the data for this study in June 2024. We then added another reference during the first revision in September 2024. The year range imposed was from 2019 to 2023, five years, and we excluded 2024 since the year is yet to be completed. However, we added studies of 2023 and 2024 in October 2024. To cover all the content written about this subject over the years in question. In the scientific literature on the state-of-the-art, we reported using a relevant and comprehensive search formula covering any level of education and subjects. Because of this, and because the subject is multidisciplinary, we employed the following search using the “Boolean operator technique: “(‘Immersive learning’) AND (‘gamif*’) AND (‘Virtual Reality’) AND ‘(Engineering Education’) searching criteria in SCOPUS; for the IEEE database, the Boolean operator used the keywords “All Metal data”; Engineering Education”. For Springer, “Immersive learning” AND “Virtual Reality” AND “Engineering Education”. Lastly, for Google Scholar, we employed the “allintitle” operator, together with the exact keywords as IEEE.
The procedure, shown in Figure 7, adhered to and followed each step and specification of the PRISMA declaration. Four databases were used in this study: SCOPUS (87), IEEE 7, Springer 464, and Google Scholar 21. We excluded 354 records because they were considered duplicates. We then screened 144 articles. The inclusion criteria were the use of virtual reality in engineering education and research embracing educational applications published in peer-reviewed publications. We disqualified 433 documents from the investigation because we realised, they did not satisfy the study’s eligibility criterion. The 144 papers that we requested to be retrieved were all found. We also screened 121 articles manually.
Figure 7. PRISMA 2020 flow diagram searches of databases and registers.
Consequently, 23 articles qualified for our review. Furthermore, we did not consider one more paper because it contained an incomplete article. We included 43 reports manually. As a result, the review included and examined 66 publications.

4. Results and Discussion

4.1. Benefits of Virtual Reality in Engineering Education

  • Improved comprehension of complicated ideas: VR makes sophisticated engineering structures and systems visually appealing, which aids trainees in comprehending spatial connections and functionality which are frequently difficult to comprehend using conventional techniques [32,34,36].
  • Interactive Education: by allowing participants to work using simulated designs, adjust parts, and see the results of their modifications instantly, interactive instruction helps them comprehend the material better [1,25,29].
  • Safe Environment for Experimentation: virtual reality offers trainees a risk-free platform to carry out studies and hone skills without worrying about getting hurt or paying for materials that come with actual-life testing [36].
  • Enhanced Engagement: immersion VR can improve motivation and commitment among learners, resulting in greater enjoyable and interesting learning [1,25,28].
  • Adaptability and Accessibility: since VR can be accessible distantly, it provides numerous educational possibilities and allows educators and learners in various regions to collaborate [12,18,26,35,41].

4.2. Virtual Reality Uses in Engineering Education

Figure 8 below shows virtual reality uses in Engineering Education. They are five identified uses with a brief explanation of each one of them.
Figure 8. Virtual Reality Uses in Engineering Education.
  • Learners studying engineering can build and work with three-dimensional models of machines, systems, and structures. Three-dimensional models facilitate in-depth examination and comprehension of creative concepts [16,17].
  • By taking learners to factories, building sites, and technical sites across the globe, virtual reality could offer them an understanding of practical uses and industrial processes [2].
  • In technical education, trainers and trainees may use VR technologies for accreditation and evaluation and provide practical instruction for specialised skills like welding, circuit design, or operating a machine and telecommunications [20,23,24,25].
  • Multiple-user virtual reality settings support cooperative tasks, allowing participants to collaborate on technical issues no matter where they are in the world [18].
  • VR labs replicate actual lab conditions wherein trainees can practice techniques, perform tests, and learn how to use equipment without being physically constrained [13,22].

4.3. Challenges in Using Virtual Reality in Engineering Education

Figure 9 below shows virtual realitychallenges in Engineering Education. They are five identified uses with a brief explanation of each one of them.
Figure 9. Challenges in Using Virtual Reality in Engineering Education.
  • The cost of high-end virtual reality gear and programmes may be prohibitive for many educational organisations [9,12,21].
  • Since virtual reality technology is still developing, issues with resolution, latency, and field of vision may affect how users interact [20].
  • Producing instructional virtual reality content takes time, experience, and money. Instructors might need assistance creating and implementing a VR-based curriculum [20,24].
  • It may be difficult but necessary to ensure VR is available to all trainees, particularly those with disabilities [9,13,26]
  • Certain educational facilities and professionals could be reluctant to embrace technological advances, favouring more conventional approaches to instruction [25].
Owing to the constraints of virtual reality setups, namely their restricted degree of movement, a typical range for motion is just 3 × 2 m2, which makes it challenging to replicate exercise that calls for a broad range of mobility. For instance, practising for long-distance chases is not possible. It also performs poorly in exercises needed for precise activity due to the absence of performance feedback. For example, a patient’s suffering could worsen if the healthcare worker does not appropriately bandage their injuries. Simulating patients’ reactions in VR-based nursing education could be difficult [14]. The difficulties associated with geosciences field-based education include liability concerns, access to learners with disabilities, and safety worries. Due to budget constraints, geoscientists working in smaller universities may use inadequate outcrops and occasionally take weekend travels to better areas. Pedagogical deficiencies can still affect field excursions, even in cases where institutions resolve logistical problems. Supervisors usually lead classes in observing certain geological occurrences, but crowded spaces, rugged terrain, and little knowledge might make it difficult for learners to participate altogether. Interference from surroundings, such as inclement weather and loud noises, further muddles the learning process and may prevent some learners from accessing it or make it less beneficial [15]. The time and money required to develop hardware and software, potential implications on safety and wellness, the discomfort of wearing headgear, potential unwillingness to use, and its incorporation into educational environments are some drawbacks of utilising IVR. Furthermore, participants are susceptible to becoming overloaded and distracted in intense VR situations, hindering their ability to study. Using IVR may interfere with educational procedures by reducing memory capability, contingent upon the teaching objectives [23].

4.4. Future Directions

  • Developments in VR Technologies: as VR hardware and software keep developing, the quality and availability of VR experiences will improve, making them more widely available and reasonably priced [16].
  • Integrating with Different Technologies: extremely immersive and engaging educational settings can be produced by fusing virtual Reality with haptic feedback, augmented reality, and machine intelligence [11,22].
  • Growth of VR Material: there will be a rise in the amount of excellent, varied VR instructional material available as further organisations and universities make VR investments [18,21,22,29].
  • Innovation and Research: current investigations on the usefulness of virtual reality for instruction will shed light on current standards and aid in advancing the creation of VR-based instructional strategies [18,22,29].
  • Broader Acceptance: VR is becoming more widely used in engineering programmes globally as its educational advantages become more apparent, revolutionising how upcoming engineers are taught [13,25,27].
  • According to studies, educators and scientists should consider using 360-degree videos alongside various immersive technologies not used in the classroom. These movies work best when viewed on smartphones and whiteboards or streamed straight to a head-mounted display. Very beneficial in learning environments are 360° videos. The first factor that makes 360° videos accessible is the low cost of the essential equipment required to see them, including a smartphone and a cardboard box—a device that learners typically hold. Secondly, viewers may employ their expected sensory–motor contingencies—such as head movements—to explore the environment presented from a selfish point of view. Viewers feel encouraged to start processes related to immersion, which promotes education. Despite being extremely straightforward and simple, they still provide an immersive encounter [13].
  • Field visits in STEM fields like geoscience are essential to developing skills, integrating information, and readiness for continuous education. As new technologies proliferate and IVR becomes more widely available, virtual field trips (VFTs) are becoming increasingly recognised as a viable teaching tool to augment or replace authentic field trips (AFTs), given the documented efficacy of educational technology. The applications of VFTs in place-based STEM education have, however, received little attention from researchers, and there currently needs to be more empirical information comparing the educational experiences and results achieved by learners on field trips in virtual reality with VFTs viewed on computers [15].
  • Increased immersive response has been obtained from our study using 3D scene reconstruction approaches that use point cloud models from technologies like iDAR and depth cameras to overcome these restrictions. But there are still difficulties. Large data volumes that hinder analysis and exchange between the robot and controller make real-time model rendering challenging for many three-dimensional reconstruction methods that rely on raw point cloud data. Furthermore, the lack of physical features like weight and collision detection in these point cloud models makes it more challenging to develop a more complex control system based on physical models [16]. We recommend more research in this area.
  • Institutions and educators should ideally research the use of technology in education because it impacts them directly in the natural world. Emphasis should be on the significance of collaborative methods to the investigation as a way that brings together a specialist academic community to deal with and resolve problems that unavoidably occur when employing novel technologies in education settings. It additionally improves the trustworthiness and validity of results from studies beyond their current investigation setting [18].
  • Summary
The implementation and effect of virtual reality in engineering education were the topics of papers released in 2019 and 2023 that we have included in the systematic literature review. We divided the findings into four primary categories: participation by learners, practical enhancement of skills, efficiency in outcomes for learning and implementing concerns.
Therefore, task affordances are essential to ensuring that any learning design transcends memorisation and encourages students to learn socio-emotionally. Additionally, VR learning settings need some time to adjust. There have been some instances of motion nausea when using VR, and VR controls are unconventional and take some time to get used to. Acceptance of virtual environments varies among users, which presents a barrier to learning and research [54].
Virtual Reality in education can improve learning, increase comprehension, and encourage the development of practical skills, particularly in engineering education. However, the challenges we have noted above must be addressed by users before learners and instructors in education can use virtual reality on a larger scale. The authors chose a span of the last five years and not more since VR is an emerging novel technology that is constantly changing; therefore, most older references might need to be updated.
  • Effective Learning Outcomes:
Multiple research investigations have shown that virtual reality significantly improves learners’ comprehension of complex engineering concepts.
A case study from the School of Engineering at Macquarie University included virtual reality in the Fluid Mechanics course. This virtual reality lab simulated the wind tunnel equipment using 3D digital fluid dynamics data and platforms such as Ansys/EnSight, Oculus, and SteamVR. Although conventional laboratories improve understanding, they are expensive and need much space; virtual reality delivers comparable advantages without these drawbacks. According to research, more than 86% of participants said the VR element was entertaining and exciting, but just 37% said it positively impacted their grades. Still, over 93% expressed a need for additional VR fluid mechanics classes, demonstrating a high level of curiosity about VR as a teaching medium [9].
  • Virtual laboratories in engineering education significantly impact how well students learn. Most institutions closed amid the COVID-19 pandemic; thus, learners virtually took lessons to finish the study. Many were having trouble completing their laboratory tests, though. Without lowering the standard of instruction, VLs will assist the trainees in such circumstances as finishing their experimental assignments [24].
  • The effective incorporation of technology into the classroom depends on the active engagement and dedication of those instructors who are inherently resistant to transformation [57].
  • Retention and Recall:
  • This study has discovered that virtual reality enhances these skills. Participants who participated in VR-based instruction recalled material more effectively and had more excellent memory than those who utilised conventional educational instruments [6].
  • From an educational standpoint, we advise scientists to consider how well the suggested instructional approach and the employed evaluation methods align. Although most research employs tests to gauge proficiency following IVR, incorporating additional instructional metrics can be more appropriate. A study suggested integrating metrics for learning—like requesting scholars to participate in solving challenges and illustrate their competence over the environment—with retention initiatives. Asking them to record everything they can recall regarding the subject matter they went through would more accurately determine the efficacy of training [13].

5. Conclusions

Virtual reality (VR) is a potent instrument that institutions may use to improve engineering education. It offers notable benefits regarding learning outcomes, engagement, and skill development. However, to reach its total capacity, institutions need to solve the issues of cost, accessibility, and content production. Subsequent investigations should concentrate on customised education, enduring consequences, amalgamation with additional technologies, and expandable execution approaches. By doing this, it will be possible to change the education system and give graduates more significant opportunities to better equip them for the challenges of contemporary engineering.
Inexpensive solutions, such as 360-degree cameras, Google VR Tour Creator, ThingLink, and CoSpaces Edu, make it simple for educators to produce VR material that includes participatory excursions and 3D environments. Already designed lectures are available on sites like The Nearpod and the ClassVR, and it is easy to get students interested in VR without requiring specific expertise by using smartphones and basic applications such as VR viewers like Google Cardboard. Through immersive simulations and virtual labs, VR has the potential to revolutionise engineering education by enhancing student engagement, knowledge retention, and practical skills. However, access to VR infrastructure, teacher and student training, and alignment with learning objectives are necessary for a successful integration. VR fosters critical thinking and teamwork but has drawbacks, such as expensive expenditures, technological difficulties, and the requirement for better evaluation instruments. Additionally, we should do a few long-term studies on the effects of VR. Notwithstanding these obstacles, virtual reality presents significant prospects for transforming engineering education, yet sustainability and access remain crucial for further investigation.

Author Contributions

Conceptualization, G.S. and A.R.M.; methodology, A.R.M. and M.S.S.; validation, M.S.S. and I.M.; formal analysis, G.S.; investigation, G.S. and A.R.M.; resources, I.M.; data curation, M.S.S.; writing—original draft preparation, A.R.M.; writing—review and editing, G.S., A.R.M. and I.M.; visualization, G.S. and A.R.M.; supervision, G.S. and M.S.S.; project administration, G.S. and I.M.; funding acquisition, I.M. All authors have read and agreed to the published version of the manuscript.

Funding

This research was funded by the UNIVERSITY OF JOHANNESBURG, Centre for Applied Research + Innovation in the Built Environment (CARINBE). Faculty of Engineering and the Built Environment, P.O. Box 524, Auckland Park 2006, South Africa, VAT Number 4900127681.

Acknowledgments

This research is funded by the Intra-Africa Mobility Scheme of the European Union in partnership with the African Union under the Africa Sustainable Infrastructure Mobility (ASIM) scheme. Opinions and conclusions are those of the authors and are not necessarily attributable to ASIM. The work is supported and part of collaborative research at the Centre of Applied Research and Innovation in the Built Environment (CARINBE).

Conflicts of Interest

The authors declare no conflict of interest.

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