The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory
Open accessAbstract
Virtual and augmented (VAR) technology is in the early stages of being adopted as a teaching platform in higher education. The technology can facilitate immersive learning in environments that are not usually physically accessible to students via 3D models and interactive 360° videos. To date, adoption rates of VAR technology for teaching have not been well described across a higher education institution. Further, there is an absence of information on the optimal VAR laboratory designs and cost per student. In this study, a purpose designed virtual reality laboratory was formed in 2017 at The University of Sydney, housing 26 Oculus Rift headset units. An evaluation was conducted on the design, costs, rates of teaching adoption and student experiences over five teaching periods (2.5 years). Over this period, 4833 students were taught in the laboratory across 7952 student visits. The laboratory was used most by the Faculty of Engineering (53%), followed by the Faculty of Arts & Social Science (23.8%) and Faculty of Science (23.2%). For engineering, the units of study using the laboratory represented only 1.4% of annual faculty subjects offered. This confirms that adoption was in the initial stage of innovation diffusion. The laboratory saw a 250% increase in student numbers over the period of evaluation and 71.5% of students surveyed (n = 295) reported enhanced learning outcomes. The cost per visit was only AU$ 19.50. These findings give confidence to higher education institutions that the right VAR technology infrastructure is a sound educational investment for the future.
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Attempts, Successes, and Failures of Distance Learning in the Time of COVID-19
Dietrich, N., Kentheswaran, K., Ahmadi, A., Teychené, J., Bessière, Y., Alfenore, S., Laborie, S., Bastoul, D., Loubière, K., Guigui, C., et al. (2020) · Journal of Chemical Education · doi:10.1021/acs.jchemed.0c00717 · Cited by 288
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Understanding the role of digital technologies in education: A review
Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022) · Sustainable Operations and Computers · doi:10.1016/j.susoc.2022.05.004 · Cited by 2,647
Al-Adwan, A. S., Li, N., Al-Adwan, A., Abbasi, G. A., Albelbisi, N. A., & Habibi, A. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11816-3 · Cited by 637
“…reality (VR), augmented reality (AR), extended reality (XR), and mixed reality (MR), do not, on their own, guarantee positive learning results (Marks & Thomas, 2022; Tegoan et al., 2021 ) due to issues related to the multisensory experiences of students in terms of teaching content quality…”
BackgroundHEIs teachers' and students' current experience of AI introduction in teaching and learning
Pinto, C. M. A., Mendonça, J. M. P., Babo, L., Queirós, R., Cruz, M., & Mascarenhas, D. (2024) · 2024 5th International Conference in Electronic Engineering, Information Technology & Education (EEITE) · doi:10.1109/eeite61750.2024.10654407 · Cited by 2
Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education
Liakopoulos, K., & Liapakis, A. (2026) · AI in Education · doi:10.3390/aieduc2020013 · Cited by 1
Into the Unknown: AI Adoption and Job Satisfaction of Christian Faculty
Manicone, H. A., B, R., FelixOtuorimuo, I. E., Graf, L. M., Joseph, R. A., Moore, E. D., & Wilson, J. E. (2026) · Journal for the Scholarship of Teaching & Learning · doi:10.70623/ohtr6058
Metadata
- Authors
- Marks, B., & Thomas, J.
- Venue
- Education and Information Technologies
- Published
- 2021-07-08
- Volume
- 27
- Issue
- 1
- Pages
- 1287-1305
- ISSN
- 1360-2357 (ISSN-L)
- 1573-7608
- OpenAlex
- W3181126209
- Cited by
- 281
- References
- 1
- FWCI
- 30.26
- Type
- journal article
- Language
- en
- Open access
- bronze
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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