Article | Application domain | Desktop VR technologies | Research variable | Method |
---|---|---|---|---|
Makransky et al. (2019) | Biology | A bacterial isolation virtual lab simulation | Perceptions of assessment; INTRINSIC MOTIVATION; SELF-EFFICACY; TRANSFER | Paired samples t-tests |
Lee and Wong (2014) | Biology | A desktop VR program called 'V-Frogâ„¢' | Performance achievement; spatial ability; learning mode | Descriptive statistics |
Lee et al. (2010) | Biology | A desktop VR program called 'V-Frogâ„¢' | VR features; PU; PEOU; presence; motivation; learning outcomes | SEM analysis |
Merchant et al. (2012) | Chemistry | Second Life | VR features; usability; self-efficacy; learning outcome | SEM analysis |
Wang et al. (2018) | Construction | Desktop-based VR, immersive VR | Â | Summary |
Blackledge and Barrett (2013) | Electricity | Prototype model 'VES' | Immersion; PU; PEOU; motivation; intention to use; satisfaction | Case study |
Hoffmann et al. (2006) | Engineering | A small VR system called 'PI-casso' | Â | Experiment |
Piccoli and Ives (2001) | IT | A curriculum delivery application called 'lotus learning space' | Time; place; space; interaction; technology; learner control | Descriptive Statistics |
Kebritchi et al. (2010) | Mathematics | A set of mathematics instructional games called Dimensionâ„¢ | Â | Experiment |
Pasqualotti and Freitas (2002) | Mathematics | A virtual environment called 'MAT3D' | Performance | Case study |
Makransky and Petersen (2019) | Medicine | Desktop VR medical genetics simulation | VR features; PE; active learning; intrinsic motivation; self-efficacy; | SEM analysis |
Makransky et al. (2020) | Medicine | A genetics simulation developed by Labster | Intrinsic motivation; self-efficacy; transfer | Paired samples t-tests |
Dubovi et al. (2017) | Nursing | The pharmacology inter-leaved learning VR | Learning outcome (course score) | Descriptive statistics |