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A Systematic Review of the Design of Serious Games for Innovative Learning: Augmented Reality, Virtual Reality, or Mixed Reality?
Lee, Lap Kei1; Wei, Xiaodong2; Chui, Kwok Tai1; Cheung, Simon K.S.3; Wang, Fu Lee1; Fung, Yin Chun1; Lu, Angel4; Hui, Yan Keung5; Hao, Tianyong6; U, Leong Hou7; Wu, Nga In8
Source PublicationElectronics (Switzerland)
ISSN2079-9292
2024-02-26
Abstract

The recent integration of educational technologies and emerging learning approaches into education systems has been driven largely by the pandemic. This paper conducts a systematic review and delves into the new wave of research on serious games designed for innovative learning using augmented reality (AR), virtual reality (VR), and mixed reality (MR). The review was referenced to the review protocol, PRISMA 2020. Using the Scopus Database with a time filter from 2007 to 2023 (27 July), we searched 329 articles and shortlisted 273 relevant studies. Notably, European countries contributed the most (62.9%) to this research area. Among the most frequent keywords, VR (90.9%) was commonly used in AR/VR/MR, while e-learning (95.3%) was among the popular innovative learning approaches. Further research studies are needed to employ AR and MR technologies, as well as other innovative learning approaches, to enable performance evaluation and comparison of various educational technologies and learning approaches. We conducted an in-depth analysis of the relevant studies and their basic characteristics. Additionally, we introduced 15 essential and recently published AR/VR/MR standards to ensure better reliability, quality, and safety of architectures, systems, products, services, and processes. To facilitate performance evaluation and analysis, we surveyed 15 recently published benchmark education datasets. This review suggested four future research directions, including multisensory experiences, generative artificial intelligence, personalization and customization, and real-time interaction.

KeywordAugmented Reality Blended Learning E-learning Hybrid Learning Immersive Learning Innovative Learning Mixed Reality Serious Games Smart Education Virtual Reality
Language英語English
DOI10.3390/electronics13050890
URLView the original
Volume13
Issue5
Pages890
WOS IDWOS:001182687100001
WOS SubjectComputer Science, Information Systems ; Engineering, Electrical & Electronic ; Physics, Applied
WOS Research AreaComputer Science ; Engineering ; Physics
Indexed BySCIE
Scopus ID2-s2.0-85187898841
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Document TypeReview article
CollectionFaculty of Science and Technology
DEPARTMENT OF COMPUTER AND INFORMATION SCIENCE
Corresponding AuthorWei, Xiaodong; Chui, Kwok Tai
Affiliation1.School of Science and Technology, Hong Kong Metropolitan University, Hong Kong
2.School of Educational Technology, Northwest Normal University, Lanzhou, 730070, China
3.Information Technology Office, Hong Kong Metropolitan University, Hong Kong
4.Talent & Education Development Office, City University of Hong Kong, Hong Kong
5.Hong Kong Institution of Information Technology, Vocational Training Council, Hong Kong
6.School of Computer Science, South China Normal University, Guangzhou, 510631, China
7.Department of Computer and Information Science, University of Macau, Macao
8.College of Professional and Continuing Education, The Hong Kong Polytechnic University, Hong Kong
Recommended Citation
GB/T 7714
Lee, Lap Kei,Wei, Xiaodong,Chui, Kwok Tai,et al. A Systematic Review of the Design of Serious Games for Innovative Learning: Augmented Reality, Virtual Reality, or Mixed Reality?[J]. Electronics (Switzerland), 2024, 13(5), 890.
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