Explore comprehensive studies on VR in academia, uncovering its impact on medical education, cultural heritage, and more. Discover how VR is transforming learning.
Investing in VR training can feel like a big commitment. So let’s cut to the chase, you’re going to want some empirical (numbers-based) results to either validate your own ideas, present to your colleagues, or use as proof for your own trainees or students.
In academia, it’s important to be as unbiased as possible. That’s why for this blog, we’ve not used any sources from the business world, and we haven’t used results of any of our own clients in the interest of showing unbiased results.
You’ll find a variety of different studies, most of which are compilations of other studies. All the links will be provided and every study used is available to the public. We’ll approach the studies one-by-one and in no particular order. Additionally, the studies are taken from the past few years only, as VR technology moves very quickly (more quickly than the wheels of academia undoubtedly).
A systematic review assessed the effectiveness of VR in medical training across various domains, including surgery, anatomy, and communication skills.
Objective: To evaluate the effectiveness of VR in teaching communication and collaboration skills to undergraduate medical students at King Saud bin Abdulaziz University for Health Sciences, Jeddah.
Methodology:
Findings:
Conclusion: VR is an effective tool for enhancing medical education, particularly in communication and collaboration skills. It supports experiential learning and aligns with the needs of modern learners, suggesting its integration into medical curricula.
Read the full research here: https://www.tandfonline.com/doi/full/10.2147/AMEP.S219344#d1e793
This study evaluates the effectiveness of a VR application that combines immersive archaeological exploration with 360° storytelling. The application was found to promote high levels of presence, immersion, and engagement among users, validated by both subjective (questionnaires) and objective (EEG) measures. Participants showed increased cognitive processing, particularly in the beta brainwave band, indicating strong mental engagement.
Objective:
To evaluate the user experience and cognitive engagement in an archaeological VR application combining 360° storytelling.
Methodology:
Findings:
Conclusion:
The study demonstrates the effectiveness of combining immersive VR with 360° storytelling in creating engaging educational experiences. The use of EEG also offers a reliable method for assessing cognitive engagement in VR environments.
Full article here: https://www.mdpi.com/1424-8220/20/20/5851
The systematic review found that Virtual Reality Training (VRT) is indeed effective in teaching various skills, including social, safety, and professional skills. These skills were successfully taught to a wide range of participants, including those with disabilities. Importantly, 75% of the studies reviewed showed that the skills learned in VR generalized to real-world settings, meaning participants were able to apply what they learned in different contexts or over time.
Objective: The research aimed to evaluate the effectiveness of VR training, especially those integrated with autonomous AI, in teaching skills and to explore the generalization and social validity of these trainings.
Methodology:
Findings:
Conclusion: VRT, particularly when combined with autonomous AI, is a promising and flexible training method. However, more research is needed to explore cost-benefit aspects and to further refine the technology for broader use.
Full article here: https://www.researchgate.net/publication/373157641_The_Effectiveness_of_Virtual_Reality_Training_A_Systematic_Review
This study investigated the effectiveness of Virtual Reality (VR) compared to traditional instructional methods in procedural training. The findings revealed no significant difference in performance between VR and 2D video-based training. However, a high sense of presence during VR training correlated with improved skill learning, suggesting that the immersive quality of VR could enhance training outcomes.
Objective: To compare the effectiveness of VR and 2D video training in procedural skill development.
Methodology:
Findings:
Conclusion: While VR did not significantly enhance performance over 2D video, the sense of presence in VR might contribute positively to skill acquisition. Further research is recommended to explore how VR can be optimized for training.
Full article here: https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2020.01743/full
The study reviews immersive learning (IL), focusing on its effects on students' cognitive and affective aspects. While IL shows potential to enhance understanding, motivation, and self-efficacy, its success heavily depends on the quality of its design and implementation. The review of 16 articles reveals mixed results, with some studies highlighting positive impacts, such as increased knowledge and engagement, while others note no significant improvements. Effective planning and execution are critical for achieving positive learning outcomes through IL.
Objective: To evaluate the impact of immersive learning (IL) on students' cognitive and affective development.
Methodology:
Findings:
Conclusion: Immersive learning has the potential to significantly enhance both cognitive and affective aspects of education, but its effectiveness is contingent on thoughtful design and implementation. Further research is needed to refine IL strategies to consistently achieve positive outcomes.
Research article here: https://redfame.com/journal/index.php/smc/article/view/6072
Objective: To assess how effective AR, MR, and VR headsets (HMDs) are in medical education, focusing on their use in both developed and developing countries.
Methodology:
Findings:
Conclusion: XR-based HMDs are promising tools in medical education with significant potential, particularly in lower-resource settings (LMICs). However, further research is needed to explore their broader applicability and address limitations.
Full research here: https://bera-journals.onlinelibrary.wiley.com/doi/abs/10.1111/bjet.13028
Study Overview: This systematic review aimed to evaluate the effectiveness of virtual training (VT) across a broad range of educational and professional contexts. The review analyzed 330 studies, focusing on methodological approaches and the outcomes of VT.
Basic Outline of the Research:
Findings:
Conclusion: The review underscores the effectiveness of VT but also highlights the need for more rigorous methodological approaches in future research. This includes better reporting practices, more balanced evaluations across different levels of the Kirkpatrick model, and a focus on longer-term outcomes.
Full research article: Read the full systematic review here.
With that final study, we’re just short of 400 total studies covered in this blog. Of course, this is a very, very condensed version. Keep in mind that all of the links to the research are provided above, and within those links you can find each of the individual studies and references.
It’s not surprising to see that there are overwhelmingly positive experiences with VR training. Even across industries, in both large studies and small, we see positive results especially in terms of learner engagement and learning results. That being said, a few of the studies stuck out in particular. One highlighted the importance of instructional design. Essentially, it’s not enough to simply train in VR, the training or scenario must be set up according to best practices. Another standout study was comparing 2D vs VR and found no significant difference between the two. We aren’t convinced that those results could be replicated, but we also offer 2D versions of our training which are particularly useful in the education sphere when students can’t always access a 3D heads.