The objective of this study is to identify and analyze the scientific literature with a bibliometric analysis to find the main topics, authors, sources, most cited articles, and countries in the literature on virtual reality in education. Another aim is to understand the conceptual, intellectual, and social structure of the literature on the subject and identify the knowledge base of the use of VR in education and whether it is commonly used and integrated into teaching–learning processes. To do this, articles indexed in the Main Collections of the Web of Science, Scopus and Lens were analyzed for the period 2010 to 2021. The research results are presented in two parts: the first is a quantitative analysis that provides an overview of virtual reality (VR) technology used in the educational field, with tables, graphs, and maps, highlighting the main performance indicators for the production of articles and their citation. The results obtained found a total of 718 articles of which the following were analyzed 273 published articles. The second stage consisted of an inductive type of analysis that found six major groups in the cited articles, which are instruction and learning using VR, VR learning environments, use of VR in different fields of knowledge, learning processes using VR applications or games, learning processes employing simulation, and topics published during the Covid-19 pandemic. Another important aspect to mention is that VR is used in many different areas of education, but until the beginning of the pandemic the use of this so-called “disruptive process” came mainly from students, Institutions were reluctant and slow to accept and include VR in the teaching–learning processes.
1 December 2021 in Science of The Total Environment
The study aims to identify how virtual reality technology can help protect and conserve flora and fauna in national parks and other environmental settings. To this end, the literature published in the Scopus database is examined. A Systematic Literature Review methodology from 2018 to 2022 and an Empirical Research (survey) applied to tourism in natural areas, mainly national parks, have been proposed. Virtual reality technology is particularly useful as a complement or alternative to visiting national parks. The main results indicate that, currently, daily life confronts us with stressful situations that can be mitigated through ecotourism, as well as virtual reality applications, such as games and videos, which interactively inform about the species of flora and fauna present in the park visited. This helps in the conservation and protection of endangered species, the conservation of the forest, as well as archaeological heritage sites present in these natural parks. The development and implementation of this technology varies from one context to another. It is beneficial for people with some kind of disability or for the physical effort involved in long walks, even on steep terrain, and sometimes it improves the conditions of access to the national park and the dangers related to such an exciting adventure.