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Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature
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“Pellas et al. 's [13] systematic review notes that most cases of VR interventions do not align with the curriculum and refer to specific disciplines while highlighting the need for further research in the field to lead effective instructional design based on pedagogical frameworks.”
From A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality (2025) · cites this paper as [13]
In the citing paper
“In addition, existing studies explore VR affordances mainly in higher education and training, with a limited number of studies in K-12 education [13,31].”
From A Framework for Participatory Creation of Digital Futures: A Longitudinal Study on Enhancing Media Literacy and Inclusion in K-12 Through Virtual Reality (2025) · cites this paper as [13]
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Metadata
- Authors
- Pellas, N., Mystakidis, S., & Kazanidis, I.
- Affiliations
- University of Patras (GR)
- International Hellenic University (GR)
- Corresponding author
- Mystakidis, Stylianos
- Kazanidis, Ioannis
- Venue
- Virtual Reality
- Published
- 2021-01-05
- Volume
- 25
- Issue
- 3
- Pages
- 835-861
- ISSN
- 1359-4338 (ISSN-L)
- 1434-9957
- OpenAlex
- W3113023078
- Cited by
- 380
- References
- 63
- Citations by year
- 2026: 47 · 2025: 82 · 2024: 110 · 2023: 81 · 2022: 48 · 2021: 12
- FWCI
- 7.00
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Virtual Reality (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Social Sciences › Education › Education and Learning Interventions
- Keywords
- immersive virtual reality, instructional design, K-12 education, higher education, learning outcomes, learning performance, user experience, usability, virtual reality applications, educational technology
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