15. Summary
86 articles on VR-SGs for education or training
New high-quality affordable hardware and software media for VR since 2015
VR applications that involve learning and knowledge dissemination : educational purposes
VR applications for industry and sports : skills training . Important work remains to be done for eduation
Medicine: Very mature sector. Both kinds of applications for hospital staff - Eduation & Training
HMD for education : Oculus Rift > HTC Vive - Lower price and easier con
fi
guration
HMD for Training : HTC Vive > Oculus Rift - Better capabilities in video games of the explorative interaction type.
Game engine : Unity 3D > Unreal Engine
The interactive experience : Immersion feeling > Passive experiences : Limited, Less learning and skill improvements.
16. Summary
Two common key factors : User satisfaction, indicator (learning rate or skills improvement)
Explorative interaction VR-experiences : CAVEs and High-quality HMDs
Passive experiences : Cardboards
Two main evaluation systems : Questionnaires & Recorded data
The target audience : Very limited size, due to the high cost of the hardware
The reference group : None or limited size
User satisfaction in all the articles that were surveyed: The VR-SG experience > Other learning methodologies.
Higher user satisfaction ==> Higher learning rates or skills improvement
Only 30% of the studies really demonstrated that: VR-SGs enhanced learning and training
10% of the studies : No clear advantage
==> Very open research topic
Students not suf
fi
ciently familiar with the interfaces to bene
fi
t from the full potential for learning and training.
==> Should therefore include an extensive pre-training stage
19. Summary
In around half of cognitive studies: A learning bene
fi
t. Especially : Highly complex or conceptual problems required.
Many studies : No signi
fi
cant bene
fi
t of using I-VR over less immersive technology
A small number: Detrimental effects on learning outcomes
Virtual skill acquisition could be transferred successfully to real world problems and scenarios.
One of the most advantageous bene
fi
ts : The ability to repeatedly practice a procedure in a safe environment, expending little
resources
23. Summary
The metaverse framework is also used to ensure using all the capabilities of the metaverse at once.
ELEM is proposed for easily running E-Learning applications on the metaverse.
ELEM merges many E-Learning and virtual learning environments with connecting the metaverse special technologies to
accomplish the processes effectively.