A Systematic Review of the Design of Serious Games for Innovative Learning: Augmented Reality, Virtual Reality, or Mixed Reality?

A Systematic Review of the Design of Serious Games for Innovative Learning: Augmented Reality, Virtual Reality, or Mixed Reality?

26 February 2024 | Lap-Kei Lee, Xiaodong Wei, Kwok Tai Chui, Simon K. S. Cheung, Fu Lee Wang, Yin-Chun Fung, Angel Lu, Yan Keung Hui, Tianyong Hao, Leong Hou U, Nga-In Wu
This paper conducts a systematic review of serious games designed for innovative learning using augmented reality (AR), virtual reality (VR), and mixed reality (MR). The review, based on the PRISMA 2020 protocol, searched the Scopus database for articles published between 2007 and 2023, resulting in 329 initial hits. After applying inclusion criteria, 273 relevant studies were shortlisted, with 44 journal articles selected for in-depth analysis. The studies were predominantly from Europe (62.9%), with VR being the most frequently used technology (90.9%). The review highlights the need for further research to evaluate and compare various educational technologies and learning approaches, particularly in AR and MR. It introduces 15 essential standards for AR/VR/MR to ensure reliability, quality, and safety, and surveys 15 benchmark education datasets for performance evaluation. The paper suggests four future research directions: multisensory experiences, generative artificial intelligence, personalization and customization, and real-time interaction. The findings emphasize the growing importance of innovative learning approaches, such as e-learning, agile learning, and blended learning, and the potential of AR, VR, and MR in enhancing educational experiences.This paper conducts a systematic review of serious games designed for innovative learning using augmented reality (AR), virtual reality (VR), and mixed reality (MR). The review, based on the PRISMA 2020 protocol, searched the Scopus database for articles published between 2007 and 2023, resulting in 329 initial hits. After applying inclusion criteria, 273 relevant studies were shortlisted, with 44 journal articles selected for in-depth analysis. The studies were predominantly from Europe (62.9%), with VR being the most frequently used technology (90.9%). The review highlights the need for further research to evaluate and compare various educational technologies and learning approaches, particularly in AR and MR. It introduces 15 essential standards for AR/VR/MR to ensure reliability, quality, and safety, and surveys 15 benchmark education datasets for performance evaluation. The paper suggests four future research directions: multisensory experiences, generative artificial intelligence, personalization and customization, and real-time interaction. The findings emphasize the growing importance of innovative learning approaches, such as e-learning, agile learning, and blended learning, and the potential of AR, VR, and MR in enhancing educational experiences.
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