This document presents a systematic review of immersive virtual reality (VR) applications in higher education, identifying key design elements, learning theories, and gaps in existing research. It discusses the current use of both high-end and budget-friendly head-mounted displays as well as the importance of evaluating learning outcomes beyond usability. The study aims to guide future research by highlighting the potential of VR applications across 18 various educational domains while pointing out the neglect of relevant learning theories in the development of these applications.
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