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Leading Virtual Reality (VR) and Augmented Reality (AR) in Education

Bibliometric and Content Analysis From the Web of Science (2018-2022)

Bibliographic Data

ID3564226
AuthorsXiaoli Zhao (0000-0003-0240-2575, City University Malaysia), Y Ren (0000-0003-0626-7526), Kenny S L Cheah (0000-0001-9881-582X, corresponding author)
Year2023
Volume13
Issue3
Publication date2023-07-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSAGE Open (JOURNAL)
Journal identifiersISSN: 2158-2440 • E-ISSN: 2158-2440
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/21582440231190821
OpenAlexW4386123341
LanguageEN
Citations received6
References cited68

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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Unique citing works6
Citations per year3
Citation span2024 - 2025 (2)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 6

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Open DOIOpen Access
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