Virtual Reality in Computer Science Education: A Systematic Review

Research output: Chapter in Book/Report/Conference proceedingConference paperpeer-review

Abstract

Virtual reality (VR) technologies have become more affordable and accessible in recent years. This is opening up new methods and opportunities in the field of digital learning. VR can offer new forms of interactive learning and working, especially for subjects from the STEM (Science, technology, engineering, and mathematics) area. In this context we investigate the potential and application of VR for computer science education with a systematic review in this paper. We present a formal literature review on the use of VR technologies in computer science education. We focus on the identification of factors such as learning objectives, technologies used, interaction characteristics, and challenges and advantages of using fully immersive VR for computer science education.

Original languageEnglish
Title of host publicationProceedings - VRST 2020
Subtitle of host publicationACM Symposium on Virtual Reality Software and Technology
EditorsStephen N. Spencer
PublisherAssociation of Computing Machinery
Number of pages8
ISBN (Electronic)9781450376198
DOIs
Publication statusPublished - 1 Nov 2020
Event26th ACM Symposium on Virtual Reality Software and Technology: VRST 2020 - Virtuell, Canada
Duration: 1 Nov 20204 Nov 2020

Publication series

NameProceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST

Conference

Conference26th ACM Symposium on Virtual Reality Software and Technology
Abbreviated titleVRST 2020
Country/TerritoryCanada
CityVirtuell
Period1/11/204/11/20

Keywords

  • Computer Science Education
  • Literature Review
  • Virtual Reality
  • VR

ASJC Scopus subject areas

  • Software

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