From Limitations to Opportunities: A Systematic Literature Review of Application Virtual Reality

The use of Virtual Reality (VR) is rapidly gaining popularity, particularly in the educational sector. VR is now widely recognized as an effective tool for enhancing the learning process. This is primarily because VR is capable of stimulating immersive and interactive learning experiences, which have been shown to significantly impact the quality of education. Although virtual reality (VR) has multiple advantages in the learning process, it is indisputable that its usage in Indonesian schools is currently limited. Therefore, a systematic literature review has been conducted to identify and analyze previous research on the development, benefits, and challenges of using VR in Indonesian education. The review aims to provide a foundation for further research in optimizing the potential of VR in education in Indonesia. Utilizing a Systematic Literature Review referred to the 2020 PRISMA guidelines, we retrieved 7381 articles from the Scopus and ERIC databases conducted on March 27, 2024. However, only 35 articles satisfied the eligibility criteria for subsequent analysis, employing the meta-synthetic analysis method. The research findings indicate that the (1) use of VR in Indonesia tends to fluctuate, is mostly focused on the fields of science and technology, and is usually implemented at the high school level; (2) Mobile VR-based HMDs technology is the preferred choice due to its affordability, accessibility, and quality; (3) The implementation of VR has been proven to increase student interest and motivation, hence enhancing the knowledge and effectiveness of learning; and (4) availability of facilities and infrastructure, teacher and student readiness, completeness of material content, and health impacts are challenges that need to be followed up. Virtual Reality (VR) has the potential to improve education in Indonesian schools despite current challenges greatly. This research lays the foundation for future development to maximize VR's benefits and address its limitations in the learning process.

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Publication Details

Journal
The Eurasia Proceedings of Educational and Social Sciences
Published
2024-09-18
DOI
https://doi.org/10.55549/epess.827
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37

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article

From Limitations to Opportunities: A Systematic Literature Review of Application Virtual Reality

Dimas Febriansyah Krisna Dwiputra, Enok Maryani, Susanti Susanti
1 citations
The Eurasia Proceedings of Educational and Social Sciences
Virtual Reality Applications and Impacts
0.37
article

From Limitations to Opportunities: A Systematic Literature Review of Application Virtual Reality

Dimas Febriansyah Krisna Dwiputra, Enok Maryani, Susanti Susanti
article en
1 citations

Abstract

The use of Virtual Reality (VR) is rapidly gaining popularity, particularly in the educational sector. VR is now widely recognized as an effective tool for enhancing the learning process. This is primarily because VR is capable of stimulating immersive and interactive learning experiences, which have been shown to significantly impact the quality of education. Although virtual reality (VR) has multiple advantages in the learning process, it is indisputable that its usage in Indonesian schools is currently limited. Therefore, a systematic literature review has been conducted to identify and analyze previous research on the development, benefits, and challenges of using VR in Indonesian education. The review aims to provide a foundation for further research in optimizing the potential of VR in education in Indonesia. Utilizing a Systematic Literature Review referred to the 2020 PRISMA guidelines, we retrieved 7381 articles from the Scopus and ERIC databases conducted on March 27, 2024. However, only 35 articles satisfied the eligibility criteria for subsequent analysis, employing the meta-synthetic analysis method. The research findings indicate that the (1) use of VR in Indonesia tends to fluctuate, is mostly focused on the fields of science and technology, and is usually implemented at the high school level; (2) Mobile VR-based HMDs technology is the preferred choice due to its affordability, accessibility, and quality; (3) The implementation of VR has been proven to increase student interest and motivation, hence enhancing the knowledge and effectiveness of learning; and (4) availability of facilities and infrastructure, teacher and student readiness, completeness of material content, and health impacts are challenges that need to be followed up. Virtual Reality (VR) has the potential to improve education in Indonesian schools despite current challenges greatly. This research lays the foundation for future development to maximize VR's benefits and address its limitations in the learning process.

The Eurasia Proceedings of Educational and Social SciencesVol. 36
Indonesia University of Education (ID)
Lembaga Pengelola Dana Pendidikan
Openalex Percentile: Top 35%
Virtual Reality Applications and Impacts
0.37
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