Abstract
As one of the key technologies of the 21st century, virtual reality technology has been widely used in the field of education, and educational games based on this technology are becoming increasingly mature. This article adopts a case study approach to investigate examples of combining virtual reality technology with educational games. The article focuses on the advantages, necessity and development of virtual reality technology in the field of educational games as well as its characteristics, and presents the problems and challenges in the process of combining virtual reality technology with educational games to provide reference and reference for empirical research in this field.
This work is supported by Research on the Construction of Embodied Cognitive Learning Approach Supported by Virtual Reality Technology in the Humanities and Social Sciences of Jiangxi Province in 2020 (Project No. JY20106).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
The Opinions of the Ministry of Education on strengthening and Improving the Basic education teaching and Research work in the New Era. Bulletin of The State Council of the People’s Republic of China, 2020(08), 69–72
Liu, G., Wang, X.: Virtual reality reshaping online education: learning resources, teaching organization and system platform. China Electron. Educ. 92–101, 92–101 (2020)
Wang, H., Burton, K.: Second life in education: A review of publications from its launch to 2011. Br. J. Edu. Technol. 3, 357–371 (2013)
Gao, S., Zhao, F., Liu, X.: Problems and enlightenment of foreign virtual reality (VR) education research. China E-Educ. 2018(03), 19–23+73 (2018)
Opinions of the Ministry of Education on Accelerating the Construction of High-level Undergraduate Education and Comprehensively Improving talent Cultivation Ability. Bulletin of the Ministry of Education of the People’s Republic of China,19–25,19–25 (2018)
Li, P.: Promoting the Application of virtual reality technology to Improve the quality of college education and teaching. Lab. Res. Exploration 37(01), 1–4 (2018)
Wang, H., Guo, Y.: Research and implementation of VR system for university red culture exhibition hall. J. Shenyang Inst. Eng. (Soc. Sci. Ed.) 67–71, 67–71 (2020)
Zhang, T., Yang, Y., Yang, Q., Chai, C.: Laboratory Research and Exploration, vol. 201,40(07), pp. 305–308
Guo, X.: Development and application of Educational games based on VR in geography teaching of junior middle school . Jiangxi normal university of science and technology (2021). 10.27751/,dc nki. GJXKJ. 2021.000216
Wang, Y.: For the application of VR education in junior middle school English teaching game. Liaoning normal university (2020). 10.27212/, dc nki. Glnsu. 2020.000480
Schank Roger, C., Alex, K.: A Goal-Based Scen. High School Commun. ACM 39(4), 28–29 (1996)
Wang, C., Li, H., Shang, J.: Application and Development prospect of educational games based on virtual reality and augmented reality. China Electron. Educ. 2017(08), 99–107 (2017)
Gao, Y., Liu, D., Huang, Z., Huang, R.: Research of e-education, vol. 37(10), pp. 77–87+103 (2016)
Nan, D., Yamein, W.: Application of virtual reality in education: advantages and challenges. Mod. Educ. Technol. 2, 19–25 (2017)
Ma, X.: Research on Information Literacy of Primary and Secondary School Teachers. East China Normal University (2019)
Gao, Y., Liu, D., Huang, Z., Huang, R.: The core elements and challenges of virtual reality technology in promoting learning. Res. E-Educ. 37(10), 77–87+103 (2016)
Liu, X.: Bear aid country; Cao Qiuxiang, Some Problems and development Prospect of virtual reality technology. Water Sci. Technol. Econ. 59–62, 59–62 (2006)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Kuang, Y., Yang, S., Jiang, J. (2023). The Research on the Challenges Confronted by the Combination of Virtual Reality Technology and Educational Games. In: Hong, W., Weng, Y. (eds) Computer Science and Education. ICCSE 2022. Communications in Computer and Information Science, vol 1811. Springer, Singapore. https://doi.org/10.1007/978-981-99-2443-1_3
Download citation
DOI: https://doi.org/10.1007/978-981-99-2443-1_3
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-99-2442-4
Online ISBN: 978-981-99-2443-1
eBook Packages: Computer ScienceComputer Science (R0)