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

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Title: Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
Authors: Agbo, Friday Joseph (ORCID 0000-0002-9171-7175), Sanusi, Ismaila Temitayo, Oyelere, Solomon Sunday (ORCID 0000-0001-9895-6796), Suhonen, Jarkko (ORCID 0000-0002-3501-6286)
Source: Education Sciences. 2021 11.
Availability: MDPI AG. Klybeckstrasse 64, 4057 Basel, Switzerland. Tel: e-mail: indexing@mdpi.com; Web site: http://www.mdpi.com
Peer Reviewed: Y
Page Count: 23
Publication Date: 2021
Document Type: Journal Articles
Information Analyses
Education Level: Higher Education
Postsecondary Education
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology, Data Collection, Data Analysis, Authors, Universities, Sample Size, Game Based Learning, Citation Analysis, Foreign Countries
Geographic Terms: China, Japan, France, United Kingdom, Spain, Germany, Denmark
ISSN: 2227-7102
Abstract: 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.
Abstractor: As Provided
Entry Date: 2021
Accession Number: EJ1290269
Database: ERIC
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  – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1290269
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  Data: Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
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  Data: <searchLink fieldCode="AR" term="%22Agbo%2C+Friday+Joseph%22">Agbo, Friday Joseph</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-9171-7175">0000-0002-9171-7175</externalLink>)<br /><searchLink fieldCode="AR" term="%22Sanusi%2C+Ismaila+Temitayo%22">Sanusi, Ismaila Temitayo</searchLink><br /><searchLink fieldCode="AR" term="%22Oyelere%2C+Solomon+Sunday%22">Oyelere, Solomon Sunday</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-9895-6796">0000-0001-9895-6796</externalLink>)<br /><searchLink fieldCode="AR" term="%22Suhonen%2C+Jarkko%22">Suhonen, Jarkko</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-3501-6286">0000-0002-3501-6286</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Education+Sciences%22"><i>Education Sciences</i></searchLink>. 2021 11.
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  Data: MDPI AG. Klybeckstrasse 64, 4057 Basel, Switzerland. Tel: e-mail: indexing@mdpi.com; Web site: http://www.mdpi.com
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  Data: 23
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  Data: <searchLink fieldCode="DE" term="%22China%22">China</searchLink><br /><searchLink fieldCode="DE" term="%22Japan%22">Japan</searchLink><br /><searchLink fieldCode="DE" term="%22France%22">France</searchLink><br /><searchLink fieldCode="DE" term="%22United+Kingdom%22">United Kingdom</searchLink><br /><searchLink fieldCode="DE" term="%22Spain%22">Spain</searchLink><br /><searchLink fieldCode="DE" term="%22Germany%22">Germany</searchLink><br /><searchLink fieldCode="DE" term="%22Denmark%22">Denmark</searchLink>
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– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: 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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  Data: As Provided
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  Data: 2021
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  Data: EJ1290269
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        PageCount: 23
    Subjects:
      – SubjectFull: Computer Simulation
        Type: general
      – SubjectFull: Computer Science Education
        Type: general
      – SubjectFull: Educational Research
        Type: general
      – SubjectFull: Research Methodology
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      – SubjectFull: Data Collection
        Type: general
      – SubjectFull: Data Analysis
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      – SubjectFull: Authors
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      – SubjectFull: Universities
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      – SubjectFull: Sample Size
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      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Citation Analysis
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: China
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      – SubjectFull: Japan
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      – SubjectFull: France
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      – SubjectFull: United Kingdom
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      – SubjectFull: Spain
        Type: general
      – SubjectFull: Germany
        Type: general
      – SubjectFull: Denmark
        Type: general
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      – TitleFull: Application of Virtual Reality in Computer Science Education: A Systemic Review Based on Bibliometric and Content Analysis Methods
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