Publication:
A Review of Virtual Reality Applications in an Educational Domain

dc.citedby6
dc.contributor.authorAl Farsi G.en_US
dc.contributor.authorbin Mohd. Yusof A.en_US
dc.contributor.authorRomli A.en_US
dc.contributor.authorTawafak R.M.en_US
dc.contributor.authorMalik S.I.en_US
dc.contributor.authorJabbar J.en_US
dc.contributor.authorBin Rsuli M.E.en_US
dc.contributor.authorid57194571355en_US
dc.contributor.authorid57221646078en_US
dc.contributor.authorid35119574400en_US
dc.contributor.authorid57201906735en_US
dc.contributor.authorid57139473400en_US
dc.contributor.authorid57207953692en_US
dc.contributor.authorid57373828200en_US
dc.date.accessioned2023-05-29T09:10:28Z
dc.date.available2023-05-29T09:10:28Z
dc.date.issued2021
dc.description.abstractThe use of virtual reality (VR) applications has grown tremendously in recent years. This paper focuses on the review of existing virtual reality applications in higher educational institutions. The VR applications are still not widely used although it helps students learn and enhances their performance. Moreover, some factors that lead to the limited use of virtual reality are lack of communication, delay in technology development, weak acquisition of knowledge, etc. This paper provides a comprehensive overview of virtual reality applications in educational institutions. The reviewed articles are taken from databases such as Science Direct, Ebscohost, and Scopus. Furthermore, the reviewed eighteen articles are published between 2016 and 2021. The study analyzed the reviewed articles based on different factors such as fields, purpose, targets, methods, citations, factors, and limitations. The findings revealed that virtual reality applications could play an essential role in the education domain. The reviewed articles highlighted the significant contribution of virtual reality applications in the education domain and their impact on the students� performance. Moreover, the study revealed the critical factors used in VR environments, such as ease of use, efficiency, interactive environments, effectiveness, and learning environments. � 2021. All Rights Reserved.en_US
dc.description.natureFinalen_US
dc.identifier.doi10.3991/IJIM.V15I22.25003
dc.identifier.epage110
dc.identifier.issue22
dc.identifier.scopus2-s2.0-85121238157
dc.identifier.spage99
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85121238157&doi=10.3991%2fIJIM.V15I22.25003&partnerID=40&md5=35430d855395dc61a5379ee28a107078
dc.identifier.urihttps://irepository.uniten.edu.my/handle/123456789/26433
dc.identifier.volume15
dc.publisherInternational Association of Online Engineeringen_US
dc.relation.ispartofAll Open Access, Gold
dc.sourceScopus
dc.sourcetitleInternational Journal of Interactive Mobile Technologies
dc.titleA Review of Virtual Reality Applications in an Educational Domainen_US
dc.typeArticleen_US
dspace.entity.typePublication
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