Leading Virtual Reality (VR) and Augmented Reality (AR) in Education
Bibliometric and Content Analysis From the Web of Science (2018-2022)
Bibliographic Data
| ID | 3564226 |
|---|---|
| Authors | Xiaoli Zhao (0000-0003-0240-2575, City University Malaysia), Y Ren (0000-0003-0626-7526), Kenny S L Cheah (0000-0001-9881-582X, corresponding author) |
| Year | 2023 |
| Volume | 13 |
| Issue | 3 |
| Publication date | 2023-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | SAGE Open (JOURNAL) |
| Journal identifiers | ISSN: 2158-2440 • E-ISSN: 2158-2440 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/21582440231190821 |
| OpenAlex | W4386123341 |
| Language | EN |
| Citations received | 6 |
| References cited | 68 |
Emerging virtual reality and augmented reality (VR/AR) technologies in education have the potential to revolutionize the whole educational experience. Studies have shown that before introducing the technology to their pupils, educators should do a thorough assessment of the technology's viability and possible acceptance in the classroom. However, not much is synthesized from the body of knowledge about the leadership and coupling of VR and AR in education, including its trends and direction of research in other domains. In this article, the bibliometric and content analysis has shown that interest in virtual reality and augmented reality has increased from 2018 to 2022 in the Web of Science database. The patterns formed from Vosviewer in the bibliometric analysis have also portrayed that Virtual reality (VR) and Augmented Reality (AR) are used in many fields, including education, medicine, arts, engineering, business, and marketing. Other results from data mining showed the authors with the most publications in the field, their affiliated universities, and the source of publications. In the wake of the Covid-19 epidemic, these findings may also help improve educational opportunities for all students and the quality of instruction they receive. As implications, Virtual reality (VR) and augmented reality (AR) harness current technology to put digital content in the actual world, enabling consumers to have a more meaningful interaction with it on desktop or hand-held devices. This bibliometric research shows that animation, 3D graphics, and sound may replace more traditional ways of schooling in the future
Artificial reality · Augmented reality · Computer-mediated reality · Human–computer interaction · Mixed reality · Multimedia · Virtual reality · Augmented Reality Applications · Computer Science · Mathematics · Virtual Reality Applications and Impacts
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Bibliometrix
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Teaching, Learning, and Exploring the Geography of North America with Virtual Globes and Geovisual Narratives
Content analysis
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Software survey
| Unique citing works | 6 |
|---|---|
| Citations per year | 3 |
| Citation span | 2024 - 2025 (2) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 6 |