Virtual reality shows a wide variety of potentials for education. Also, 360-degree-videos can provide educational experiences within such dangerous or non-tangible settings. But what is the potential for the teaching of 360-degree-videos in virtual reality environments Regarding the use of real VR settings in the classroom, research is still scarce. In the context of a systematic review, we would like to investigate use cases, advantages and limitations, interaction characteristics, and real VR scenarios. By analyzing 65 articles in-depth, our results suggest that 360-degree-videos can be used for a wide variety of topics. While only a few articles report technological benefits, there are indicators that 360-degree-videos can benefit learning processes regarding performance, motivation, and knowledge retention. Most papers report positive effects on other human factors such as presence, perception, engagement, emotions, and empathy. Also, an open research gap in use cases for real VR has been identified.
ASJC Scopus subject areas
- !!Computer Graphics and Computer-Aided Design