The Computer Science VR Revolution (2000-2025): Virtual Reality Is Rewriting The Rules of Computer Science Education

This study examined the development of virtual reality (VR) technology in computer science ‎education over the past 25 years. As educational institutions increasingly adopt VR tools to teach ‎programming concepts, understanding practical approaches and establishing future research ‎directions are essential for educators and policymakers. This study analysed 341 peer-reviewed ‎publications from the Scopus database (2000-2025) using specialised software to examine ‎publication trends, citation patterns, and research themes. This approach maps the evolution of ‎VR educational research and identifies the most influential studies. The results show dramatic ‎growth in VR research beginning in 2018, with annual publications increasing from 09 to 96 ‎studies by 2024. Five primary research areas have emerged: immersive educational technologies, ‎teaching methods, digital learning frameworks, technology integration strategies, and subject-specific applications. The most cited works were review studies rather than individual ‎experiments, suggesting that researchers build foundational knowledge. This study has ‎limitations, including its focus on English-language publications and reliance on one database, ‎potentially missing international perspectives. Future research should investigate long-term ‎learning outcomes and include diverse geographical perspectives. This comprehensive analysis ‎provides evidence-based guidance for educators and data-driven insights into technology ‎investment decisions in computer science education‎.

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Institutions

Publication Details

Journal
International Journal of Basic and Applied Sciences
Published
2025-09-13
DOI
https://doi.org/10.14419/89eysc40
Citations
1
Primary Topic
Robotics and Automated Systems
Type
article
Field-Weighted Citation Impact
1.21
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article

The Computer Science VR Revolution (2000-2025): Virtual Reality Is Rewriting The Rules of Computer Science Education

Ali Khatibi, Md Gapar Md Johar, Aasik Abulcassim
1 citations
International Journal of Basic and Applied Sciences
Robotics and Automated Systems
1.21
article

The Computer Science VR Revolution (2000-2025): Virtual Reality Is Rewriting The Rules of Computer Science Education

Ali Khatibi, Md Gapar Md Johar, Aasik Abulcassim
article en
1 citations

Abstract

This study examined the development of virtual reality (VR) technology in computer science ‎education over the past 25 years. As educational institutions increasingly adopt VR tools to teach ‎programming concepts, understanding practical approaches and establishing future research ‎directions are essential for educators and policymakers. This study analysed 341 peer-reviewed ‎publications from the Scopus database (2000-2025) using specialised software to examine ‎publication trends, citation patterns, and research themes. This approach maps the evolution of ‎VR educational research and identifies the most influential studies. The results show dramatic ‎growth in VR research beginning in 2018, with annual publications increasing from 09 to 96 ‎studies by 2024. Five primary research areas have emerged: immersive educational technologies, ‎teaching methods, digital learning frameworks, technology integration strategies, and subject-specific applications. The most cited works were review studies rather than individual ‎experiments, suggesting that researchers build foundational knowledge. This study has ‎limitations, including its focus on English-language publications and reliance on one database, ‎potentially missing international perspectives. Future research should investigate long-term ‎learning outcomes and include diverse geographical perspectives. This comprehensive analysis ‎provides evidence-based guidance for educators and data-driven insights into technology ‎investment decisions in computer science education‎.

International Journal of Basic and Applied SciencesVol. 14(5)
Management and Science University (MY), Sri Lanka Institute of Information Technology (LK)
Openalex Percentile: Top 17%
Robotics and Automated Systems
1.21
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The Computer Science VR Revolution (2000-2025): Virtual Reality Is Rewriting The Rules of Computer Science Education — Ali Khatibi, Md Gapar Md Johar, et al. · International Journal of Basic and Applied Sciences (2025) | TGRS Research Map | TGRS