10 1108 - Ijem 10 2022 0407
10 1108 - Ijem 10 2022 0407
https://www.emerald.com/insight/0951-354X.htm
IJEM
37,5 Prospects of augmented reality and
virtual reality for online education:
a scientometric view
1042 Chandan Kumar Tiwari
College of Economics and Business Administration,
Received 13 October 2022
Revised 19 June 2023
University of Technology and Applied Sciences, Muscat, Oman
Accepted 11 July 2023 Preeti Bhaskar
Department of Business Studies, Ibra College of Technology, Ibra, Oman and
ICFAI Business School, ICFAI University Dehradun, Dehradun, India, and
Abhinav Pal
Symbiosis Centre for Management Studies, NOIDA,
Symbiosis International University, Pune, India
Abstract
Purpose – Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people’s
daily lives, with applications in fields such as science, engineering, medical, the arts, education, finance and
business. While much study has been conducted in the field of VR and AR in a variety of areas, less attention has
been paid to online education. The purpose of this research is to conduct a systematic review of studies on AR and
VR, as well as its applications in many disciplines of education, with a special emphasis on online education.
Design/methodology/approach – The data were gathered from the SCOPUS database under the subject
“Augmented and Virtual Reality Applications in Online Education.” The Preferred Reporting Items for
Systematic Reviews and Meta-Analyses (PRISMA) format has been used to summarize the available literature
and research in academics throughout the world. First, systematic literature reviews and later bibliometric
analysis were conducted for performance and science mapping analysis.
Findings – The research adds to the body of knowledge about the role of AR and VR in online education and its
future prospects. AR and VR have demonstrated a substantial contribution to facilitating teaching in a variety of
fields, including engineering, medicine, nursing and chemistry. Additionally, this research indicates that AR and
VR can be utilized to teach various areas and specialties. Additionally, it can be used in other aspects of online
education, such as admissions, industry visits, training, internationalization and specific courses for students with
disabilities.
Practical implications – This research lays the framework for educational institutions, legislators and
researchers to investigate additional applications of VR and AR. Though this research suggests some possible
uses for AR and VR in the online education system, more applications can be integrated into the online
education system to fully leverage the potential of AR and VR worldwide. AR and VR have the potential to be a
very cost-effective method of delivering online education on a wide scale in the future.
Originality/value – The article explores the applicability of VR and AR in education using bibliometric
analysis. This is one of the first studies to do an assessment of VR and AR, evaluating their strengths,
drawbacks and current applications. Future application areas are also identified as a result of the investigation.
Keywords Augmented reality, Virtual reality, Education, Learning, Online education, Bibliometric analysis
Paper type Research paper
1. Introduction
All of the elements of a new digital age are coming together at once. In a cohesive, immersive
experience, the metaverse serves as the driving force that brings all of these parts together into
one. “The metaverse will undoubtedly penetrate every sector in some form in the next years,
International Journal of
Educational Management
Vol. 37 No. 5, 2023
pp. 1042-1066 Since acceptance of this article, the following author(s) have updated their affiliation(s): Preeti Bhaskar is at the
© Emerald Publishing Limited College of Economics and Business Administration, University of Technology and Applied Sciences, Ibra,
0951-354X
DOI 10.1108/IJEM-10-2022-0407 Oman.
with the market opportunity estimated at more than $1tn in annual revenues,” according to a Prospects of
recent assessment by Morgan (2022). Another study, on the other hand, points out that social AR and VR for
media firms, gaming companies, electronics companies and airlines are all going into the meta-
verse realm, which is experiencing the actual world in a digital space (Economist, 2021). Virtual
online
reality (VR) and augmented reality (AR) have a huge role in the Metaverse. A wide range of education
industries, including medicine, engineering design, robotics, manufacturing, marketing,
maintenance and repair, entertainment and fashion, have discovered applications for AR and
VR because of technological breakthroughs in the recent years (Singh et al., 2022; Hasan et al., 1043
2022; Runji et al., 2022; Silvestri et al., 2022). Education is no stranger to this new reality and has
huge potential for the education industry. Education institutions are using VR, AR, simulation
games, avatars, gamification, extended reality and other technological innovations for an
immersive learning experience (Marks and Thomas, 2022; Gaol and Prasolova-Førland, 2022;
Yadav and Gupta, 2022; Gupta and Bhaskar, 2020, 2023).
Technological advancement has largely benefited the education industry, especially after the
Covid-19 pandemic (Vergara et al., 2022; Shaturaev et al., 2022; Raja and Lakshmi Priya, 2022).
Educational institutions, educators and students have adapted to new realities expedited by the
Covid-19 pandemic (Collins et al., 2022; Ali et al., 2021; Cullinane et al., 2022; Joshi et al., 2020). The
teachers are using AR and VR as innovative educational tools for a better teaching-learning
experience. Teachers reported that using these technologies has increased student engagement,
interaction, cognitive skills and social skills (Alblehai, F.M., 2022; Lamo et al., 2022;
Zholaushievna et al., 2022). Moreover, students also reported high retention and better
learning experience when using AR and VR (Baabdullah et al., 2022; Nounou et al., 2022;
Monfared et al., 2022). Thus, it can be clearly inferred that the transformation of learning
modalities has benefitted all the main stakeholders of the education industry.
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Figure 1.
Steps in data collection
and processing
4. Review of literature
Systematic reviews are gaining popularity as a technique for obtaining and synthesizing
massive amounts of data. Our studies demand it to outline the major literature in the field.
The AR and VR has been studied in depth in the education sector. But certainly, the relevance
in the online education field is still emerging. This type of study has significant post-
pandemic ramifications due to the rapid expansion of online education and to investigate the
role of emerging education technologies. In addition, the extracted literature reveals that the
technology has received significant contributions from the field of science, including medical
and engineering education. The developments in this research domain can be measured from
the year 1994 till 2022. According to the literature, more than 60% of studies on AR and VR
and its application to online education were published after 2010.
The subject of AR and VR in the online education domain have been explored through
experiments in teaching and learning environment (Khodabandeh, 2022; Hsieh, 2021;
Avanzato, 2018). Some other scholars have investigated AR and VR experiences of teachers
and learners using survey and questionnaires (Low et al., 2022; Vagg et al., 2020; Luo et al.,
2017). At the same time, scholars have also presented the review of work on the domain (Dhar
et al., 2021; Arbour et al., 2015) Thus, we now describe some of the key contributions made
over the aforementioned period by the extant literature (see Table 1).
With the help of the survey of the literature mentioned above, the significant application
and resultant benefits of using AR and VR technologies can be observed here. This proves to
be an evolving area of research. In the next section, we delve into analysis and results of
our study.
Table 1. (continued )
Authors Purpose Methodology Findings
Prospects of
AR and VR for
Mejıas Borrero To develop new engineering Participation in Games, Augmented Reality Labs online
and And ujar lab practices and teaching/ Questionnaire improve Virtual Labs and
Marquez (2012) learning concepts Remote Labs, enhancing education
online learning
G€
ung€or and To apply the cognitive Cognitive model and Students struggle with
Demirbaş (2011) model and socio-cultural socio-cultural theory online learning. In a virtual 1049
theory in Computer-assisted environment, opinion polls,
language learning forum sites, chat boards and
virtual meetings engage
students in class
Bronack (2011) To understand the role of Review paper Immersive media in online
immersive media in online education has helped
education teachers and students with
game-based, simulation-
based and virtual world-
based learning
Source(s): Author’s own representation Table 1.
the concerned field of study (Andres, 2009). In comparison to other techniques, bibliometric
analysis is able to generate more reliable and objective results (Aria and Cuccurullo, 2017).
The aim of the study is to present a comprehensive study considering the SCOPUS database,
as this is more pertinent to our research, and more easily accessible. As the study intends to
predict forwards and growing trends in the area of research, the current study has employed
bibliometric analysis.
As part of Bibliometric Analysis (Mukherjee et al., 2022; Tiwari and Pal, 2022), authors
would analyze publication trends, citations, journal publication metrics and science mapping
through Authors collaboration, keyword analysis, three field plot, trend topics using R
Bibliometrix package (Aria and Cuccurullo, 2017) and VOS Viewer Visualization tool (Van
and Waltman, 2013).
R Bibliometrix is one of the many tools that are employed for scientometric and
bibliometric analysis. It is used and written in the open-source R language, which has ample
availability of comprehensive, efficient statistical techniques, availability of excellent
numerical procedures and collection of data visualization tools which makes R-bibliometrix
arguably the most relevant software tool for our study (Aria and Cuccurullo, 2017).
R Bibliometrix extracted the published document statistics (Table 2). Since 1994, there
have been 1,000 peer-reviewed articles in 600 journals. Due to technological advances in all
Summary statistics
Figure 2.
Year-wise publications
between 1994 and 2022
Prospects of
AR and VR for
online
education
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Figure 3.
Average article
citations per year
between 1994 and 2022
articles’ yearly and normalized total citations. The most cited article (869) (Eysenbach et al.,
2004) evaluated computer-based peer-to-peer health communications. The BMJ study was
cited 46 times in a year, with over ten normalized citations. Normalized citation compares an
article to averages. Another influential study with 760 citations examined the role of wikis,
IJEM blogs and podcasts in digital learning (Boulos et al., 2006). The study received 45 citations per
37,5 year, with over 12 normalized. The table shows that immersive technology is popular in
medical, computer and science education.
(3) Journal Publication Metrics
Table 4 shows the most relevant sources for published work on AR and VR in online
education (c). Computers and Education (31) is the top source for current and related research,
1052 followed by Computer Applications in Engineering Education (14). British Journal of
Educational Technology is the third most important source for relevant literature, with 13
publications. The majority of published research on AR/VR in online education focuses on
technical, medical, or scientific fields like computer science and engineering. The Journal of
Computers and Education allows 31 publications. These journals are useful for current and
future scholars. The journal metrics emphasize expanding one’s domain knowledge to
publish in social sciences, business and administration.
Sources Articles
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Figure 4.
Author’s collaboration
country wise
Figure 5.
Word cloud
In Figure 6, keyword analysis was also performed. The co-occurrence network separates
themes. First, the relationship between VR and humans, education, teaching, male, female,
article, curriculum and coronavirus has been established. Second, AR has been studied using
e-learning, students, online systems, computer aided systems, engineering education, etc. VR
has been studied more than AR. This suggests that engineering and medical education are
embracing these technologies. There is a huge opportunity to use these technologies in
economics, business and management.
IJEM
37,5
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Figure 6.
Keyword co-
occurrence network
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Figure 7.
Three field plot
6. Discussion
Technologies like AR and VR have tremendous applications in all fields, including education
and e-learning. Applications of these technologies have enriched the teaching and learning
experience for teachers as well as learners. In the present section, the attempt has been made
to answer the research questions of the study.
RQ1. What are the current applications and resulting advantages of AR and VR in online
education?
Teachers can teach online and remotely with virtual environments and new pedagogy
tools. AR and VR have teaching, training and learning uses. AR helps skill-learning in today’s
information-driven world (Mathews, 2010; Rosenbaum et al., 2007). Dynamic models and
complex causation are easier to grasp in an AR-based learning environment (Rosenbaum
et al., 2007). AR encourages students’ curiosity and improves their investigative skills (Huang
et al., 2016). This improves understanding of a subject (Sotiriou and Bogner, 2011). Immersive
and collaborative AR applications benefit children with low spatial ability (The Mendeley
Support Team and Kaufmann, 2003; Martn-Gutierrez et al., 2010). VR can facilitate teacher-
student interaction, improving learning (Bhaskar et al., 2022; Dede, 2009).
AR improves psychomotor-cognitive skills by adding visual and tactile clues. Kotranza
et al. (2009) integrated touch sensors in a physical environment, collected sensor data to
evaluate learners’ performance and transformed performance data to visual feedback. This
allowed instant answers. Learning is hard. Students have trouble visualizing events like earth
rotation. AR allows students to manipulate virtual objects and observe rare phenomena.
These learning experiences help students develop critical thinking skills, understand
invisible occurrences and correct misconceptions (Liu et al., 2009; Sotiriou and Bogner, 2011).
IJEM
37,5
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Figure 8.
Trend topics
Besides science and math, AR can be used to improve students’ English listening and Prospects of
speaking abilities (Liu, 2009). According to the National Science Foundation, AR games AR and VR for
engage students in academic content and practices by activating past knowledge and
connecting prior information to the real environment (Squire and Klopfer, 2007).
online
VR in engineering education can immerse students in a CAD system where they can education
develop complex design and analysis skills. The same virtual environment enables student-
project team or teacher interaction. Students develop the problem-solving skills needed for
engineering success. VR enables new visualization methods by using visual representations. 1057
It requires active student participation, which stimulates them and improves learning. VR
does not require a physical classroom presence, so learners can move at their own pace. This
technology can also help disabled students participate in an experiment or educational
environment (Pantelidis, 2010). VR with text access improves cross-cultural communication
and learning. It bypasses language restrictions. New tools like “Oculus Rift” allow these
technologies to be used in education.
AR and VR are used in schools to supplement chemistry, math, biology, physics and
astronomy classroom instruction and to create augmented books and student guides.
According to research, only the augmented-related model successfully reproduced positive
emotions in students and improved their learning outcomes. Adopting such technology
boosted students’ enthusiasm to learn and helped them emotionally attach to education (Huang
et al., 2016). It has reduced time and space constraints, encouraging students to adopt advanced
learning paradigms. Increased online courses and institutions offering them indicate a shift in
the educational standard (Lloyd et al., 2012). Online platforms have improved learner
communication and course facilitation. AR is well suited for online education, especially hands-
on fields (Tsai et al., 2014).
In recent years, the distribution of educational information and the teaching-learning
environment have evolved. Teaching has proven difficult in recent years. Teachers need
training to use new technologies in the classroom and learning environment. Educators must
understand students and how to apply different teaching pedagogies to give them the best
possible education (Fernandez, 2017). They teach students critical thinking and problem-
solving skills in a wide range of subjects. Historically, kids learned from teachers and peers.
Textbooks and instructional DVDs are mostly non-interactive. Recent developments in
digital media, especially AR and VR, allow students to see diverse learning objects, organize
information and interact with ideas in a unique, engaging and practical way (Bronack, 2011;
Tsai et al., 2014). This is becoming more common in education as educational games and
interactive simulations provide learning opportunities (Radu, 2014). This digital learning
occurs in classrooms with desktop computers and interactive whiteboards, as well as on
students’ smartphones and tablets. Using AR and VR, students can use their full bodies to
interact with instructional content that appears in the physical world.
RQ2. Based on the systematic literature review; what are the future prospects of these
immersive technologies in online education (See Table 5)?
through AR and VR can be enjoyable for students, just as it is in management. Students can
conduct online recruitment, selection, performance evaluation and training, among other
things. Similarly, students can use VR to observe a customer’s purchasing behavior or a
salesperson’s selling skills. Similarly, when history and geography are taught using AR and
VR, they can be made more interesting. VR can assist students by transporting them to
locations that are difficult or impossible to reach in the real world.
(2) Special Learning for students with disabilities
VR has the ability to control any external stimuli, such as audio or visual, and can be tailored
to the student’s specific condition. Students with sensory disorders will be able to try new
things. Blind students, for example, can have a more acoustic learning experience and use
audio cues to navigate the virtual world. VR avatars can help students express themselves
beyond the limitations of their disability, improve their social skills and reduce language and
disability barriers.
(3) Internationalization of education
AR and VR have the potential to provide a seamless education to people of all nationalities
and languages. AR and VR can instantly translate or provide subtitles to a lecture, allowing
students to learn and understand more quickly. Teachers and students alike can benefit from
VR interactions to reduce grammatical errors and fear of mispronouncing.
(4) Admissions
The use of AR and VR technologies can help with admissions and selection. In the VR world,
students can be interviewed to elicit realistic responses and evaluated in real-time on a variety
of skills. Universities can streamline the entire admissions process, making it a more
enjoyable experience for students while also making it less time-consuming for staff.
(5) Industrial visits Prospects of
The industrial visits are part of several courses and requirements for academic success. AR and VR for
Virtual field trips can be more accessible than physical trips. The students can make the online
virtual tour to many industries thus by saving cost and time. High student engagement can education
be maintained through VR and AR as they will be able to access multiple industries
without cost.
(6) Training 1059
The best way to learn any skill is through hands-on training. VR and AR can allow people to
learn by performing tasks in virtual environments. Students can practice skills without risk,
with no investment in equipment and without having to travel. Students can make mistakes,
learn from them and repeat various procedures as many times as they want without losing
anything.
7. Conclusion
This study concludes, based on recent and prior research, that the introduction of AR and VR
technologies has improved the teaching-learning process in a variety of academic subjects,
thereby enhancing the experience for both teachers and students. In addition, the
visualization of virtual objects in three dimensions and simulation activities facilitate
students’ comprehension of the concepts, which increases their participation in class.
However, AR and AR implementation in education faces obstacles. The high cost of
equipment and implementation, as well as a lack of awareness in the education sector, are
among the greatest barriers to the widespread adoption of these technologies (Shelton, 2002).
Educators or academic professionals must be instructed on how to incorporate these
technologies into their instructional strategies (Fernandez, 2017). In addition, a substantial
amount of information, the use of various technical devices and the completion of a complex
learning task are obstacles in this setting (Wu et al., 2013). Multiple studies indicate that
despite the obstacles, AR and VR have been developed and are being used to enhance the
education and training of students and employees worldwide. If properly implemented, these
technologies can significantly improve the landscape of online education.
8. Implications
This article addresses the nature of AR and VR in online education and their future. This study
lays the groundwork for educators, industry professionals, policymakers and researchers to
investigate additional AR and VR applications. AR and VR have been found to benefit
engineering, medicine, nursing and chemistry education. The educational uses of immersive
technologies have been studied extensively. Since the 2020 pandemic, internet-based education
has increased. This fact highlights the importance of this study in capturing recent
developments in education and the role of technology in penetrating the global population. The
study also suggests that AR and VR can be used to teach other subjects. It can also be used for
online admissions, industrial visits, training, internationalization and special needs courses.
Even though this study identified some potential uses of AR and VR in online education, more
applications must be developed to maximize AR and VR’s global potential. Future AR and VR
could be cost-effective ways to deliver online education on a large scale.
Further reading
ujar, J.M., Mejias, A. and Marquez, M.A. (2011), “Augmented reality for the improvement of
And
remote laboratories: an augmented remote laboratory”, IEEE Transactions on Education,
Vol. 54 No. 3, doi: 10.1109/TE.2010.2085047.
Dunleavy, M., Dede, C. and Mitchell, R. (2009), “Affordances and limitations of immersive
participatory augmented reality simulations for teaching and learning”, Journal of Science
Education and Technology, Vol. 18 No. 1, doi: 10.1007/s10956-008-9119-1.
IJEM Le, Q., Pedro, A., Lim, C., Park, H., Park, C. and Kim, H. (2015), “A framework for using mobile based
virtual reality and augmented reality for experiential construction safety education”, The
37,5 International Journal of Engineering Education, Vol. 31 No. 3, pp. 713-725.
Ross, W.A. and Aukstakalnis, S. (1994), “Virtual reality: potential for research in engineering
education”, Journal of Engineering Education, Vol. 83 No. 3, doi: 10.1002/j.2168-9830.1994.
tb01117.x.
Yuksekdag, B.B. (2018), “The importance of mobile augmented reality in online nursing education”,
1066 Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications, Vol. 2, doi: 10.
4018/978-1-5225-5469-1.ch052.
Corresponding author
Chandan Kumar Tiwari can be contacted at: [email protected]
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