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Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods

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Date
2021
Author(s)
Agbo, Friday Joseph
Sanusi, Ismaila Temitayo
Oyelere, Solomon Sunday
Suhonen, Jarkko
Unique identifier
10.3390/educsci11030142
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Citation
Agbo, Friday Joseph. Sanusi, Ismaila Temitayo. Oyelere, Solomon Sunday. Suhonen, Jarkko. (2021). Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods.  Education sciences, 11 (3) , 142. 10.3390/educsci11030142.
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© 2021 by the authors
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CC BY http://creativecommons.org/licenses/by/4.0/
Abstract

This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles that met the inclusion criteria. This study demonstrates that VR research for CS education was faring well around 2011 but witnessed low production output between the years 2013 and 2016. However, scholars have increased their contribution in this field recently, starting from the year 2017. This study also revealed prolific scholars contributing to the field. It provides insightful information regarding research hotspots in VR that have emerged recently, which can be further explored to enhance CS education. In addition, the quantitative method remains the most preferred research method, while the questionnaire was the most used data collection technique. Moreover, descriptive analysis was primarily used in studies on VR in CS education. The study concludes that even though scholars are leveraging VR to advance CS education, more effort needs to be made by stakeholders across countries and institutions. In addition, a more rigorous methodological approach needs to be employed in future studies to provide more evidence-based research output. Our future study would investigate the pedagogy, content, and context of studies on VR in CS education.

Subjects
computer science education   virtual reality   VR   content analysis   bibliometric analysis   immersion   3D simulation   presence   game-based learning   
URI
https://erepo.uef.fi/handle/123456789/24766
Link to the original item
http://dx.doi.org/10.3390/educsci11030142
Publisher
MDPI AG
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  • Luonnontieteiden ja metsätieteiden tiedekunta [1123]
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