Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods

This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were...

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Main Authors: Friday Joseph Agbo, Ismaila Temitayo Sanusi, Solomon Sunday Oyelere, Jarkko Suhonen
Format: Article
Language:English
Published: MDPI AG 2021-03-01
Series:Education Sciences
Subjects:
Online Access:https://www.mdpi.com/2227-7102/11/3/142
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author Friday Joseph Agbo
Ismaila Temitayo Sanusi
Solomon Sunday Oyelere
Jarkko Suhonen
author_facet Friday Joseph Agbo
Ismaila Temitayo Sanusi
Solomon Sunday Oyelere
Jarkko Suhonen
author_sort Friday Joseph Agbo
collection DOAJ
description This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles that met the inclusion criteria. This study demonstrates that VR research for CS education was faring well around 2011 but witnessed low production output between the years 2013 and 2016. However, scholars have increased their contribution in this field recently, starting from the year 2017. This study also revealed prolific scholars contributing to the field. It provides insightful information regarding research hotspots in VR that have emerged recently, which can be further explored to enhance CS education. In addition, the quantitative method remains the most preferred research method, while the questionnaire was the most used data collection technique. Moreover, descriptive analysis was primarily used in studies on VR in CS education. The study concludes that even though scholars are leveraging VR to advance CS education, more effort needs to be made by stakeholders across countries and institutions. In addition, a more rigorous methodological approach needs to be employed in future studies to provide more evidence-based research output. Our future study would investigate the pedagogy, content, and context of studies on VR in CS education.
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spelling doaj.art-33b8f82200794adb8beb6e0a51da47d12023-11-21T11:40:14ZengMDPI AGEducation Sciences2227-71022021-03-0111314210.3390/educsci11030142Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis MethodsFriday Joseph Agbo0Ismaila Temitayo Sanusi1Solomon Sunday Oyelere2Jarkko Suhonen3School of Computing, University of Eastern Finland, FIN-80101 Joensuu, FinlandSchool of Computing, University of Eastern Finland, FIN-80101 Joensuu, FinlandDepartment of Computer Science, Electrical and Space Engineering, Luleå University of Technology, 971 87 Luleå, SwedenSchool of Computing, University of Eastern Finland, FIN-80101 Joensuu, FinlandThis study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles that met the inclusion criteria. This study demonstrates that VR research for CS education was faring well around 2011 but witnessed low production output between the years 2013 and 2016. However, scholars have increased their contribution in this field recently, starting from the year 2017. This study also revealed prolific scholars contributing to the field. It provides insightful information regarding research hotspots in VR that have emerged recently, which can be further explored to enhance CS education. In addition, the quantitative method remains the most preferred research method, while the questionnaire was the most used data collection technique. Moreover, descriptive analysis was primarily used in studies on VR in CS education. The study concludes that even though scholars are leveraging VR to advance CS education, more effort needs to be made by stakeholders across countries and institutions. In addition, a more rigorous methodological approach needs to be employed in future studies to provide more evidence-based research output. Our future study would investigate the pedagogy, content, and context of studies on VR in CS education.https://www.mdpi.com/2227-7102/11/3/142computer science educationvirtual realityVRcontent analysisbibliometric analysisimmersion
spellingShingle Friday Joseph Agbo
Ismaila Temitayo Sanusi
Solomon Sunday Oyelere
Jarkko Suhonen
Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
Education Sciences
computer science education
virtual reality
VR
content analysis
bibliometric analysis
immersion
title Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
title_full Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
title_fullStr Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
title_full_unstemmed Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
title_short Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
title_sort application of virtual reality in computer science education a systemic review based on bibliometric and content analysis methods
topic computer science education
virtual reality
VR
content analysis
bibliometric analysis
immersion
url https://www.mdpi.com/2227-7102/11/3/142
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