Trend and research the use of virtual reality to increase student’s negotiation skills in realizing Sustainability

This study aims to investigate the relationship between the utilisation of virtual reality technology (VR) in educational contexts and students’ perceptions of their capabilities. This research employs a quantitative methodology utilising Biblioshiny, which was conducted through a comprehensive literature review of 644 papers discussing virtual reality and self-efficacy in the field of education from Scopus. The search results were refined using Biblioshiny, which yielded 50 papers deemed pertinent to this study. The results of the data analysis indicate a significant relationship between the use of virtual reality in learning and the improvement of students’ self-efficacy, which aligns with the Sustainable Development Goals (SDGs) mission number 4, ’Quality Education’, and number 9, ’Industry, Innovation and Infrastructure’. These findings offer new insights into the potential of virtual reality as a learning support tool, which can enhance students’ confidence and motivation to learn. The paper also considers the implications of these findings for further research and learning practice.

Publication Details

Journal
Springer Link (Chiba Institute of Technology)
Published
2024-09-27
DOI
https://doi.org/10.1051/e3sconf/202456802001/pdf
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

Trend and research the use of virtual reality to increase student’s negotiation skills in realizing Sustainability

Springer Link (Chiba Institute of Technology)
Technology-Enhanced Education Studies
article

Trend and research the use of virtual reality to increase student’s negotiation skills in realizing Sustainability

article en

Abstract

This study aims to investigate the relationship between the utilisation of virtual reality technology (VR) in educational contexts and students’ perceptions of their capabilities. This research employs a quantitative methodology utilising Biblioshiny, which was conducted through a comprehensive literature review of 644 papers discussing virtual reality and self-efficacy in the field of education from Scopus. The search results were refined using Biblioshiny, which yielded 50 papers deemed pertinent to this study. The results of the data analysis indicate a significant relationship between the use of virtual reality in learning and the improvement of students’ self-efficacy, which aligns with the Sustainable Development Goals (SDGs) mission number 4, ’Quality Education’, and number 9, ’Industry, Innovation and Infrastructure’. These findings offer new insights into the potential of virtual reality as a learning support tool, which can enhance students’ confidence and motivation to learn. The paper also considers the implications of these findings for further research and learning practice.

Springer Link (Chiba Institute of Technology)
Industry, innovation and infrastructure
Openalex Percentile: Top 54%
Technology-Enhanced Education Studies
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