Virtual Reality (VR) is a powerful technology that can enhance engineering education by providing immersive and interactive learning experiences. However, many VR studies in engineering education lack a clear theoretical or pedagogical framework to guide their design and evaluation. This scoping review analyzes 51 studies on VR-assisted engineering education and reveals the trends and gaps…
Computers & Education X Reality Template
Write in a clean editor, then format for Computers & Education X Reality in one click — DocuGuru applies the official Elsevier template with numbered references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the Computers & Education X Reality format
Computers & Education X Reality is a peer-reviewed journal published by Elsevier, covering Virtual Reality Applications and Impacts, Augmented Reality Applications, Educational Games and Gamification.
| Publisher | Elsevier |
|---|---|
| Reference style | Numbered (Elsevier) Numbered — [1], [2] in the text [1] A. Smith, B. Jones, C. Lee, A representative article title, Computers & Education X Reality 12 (2023) 45–58.
Formats any DOI in Computers & Education X Reality style. No sign-up. |
| Publishes research in | Virtual Reality Applications and Impacts Augmented Reality Applications Educational Games and Gamification Visual and Cognitive Learning Processes Simulation-Based Education in Healthcare |
| ISSN | 2949-6780 |
| Citation impact (2-yr) | 4.92 |
| h-index | 19 |
| i10-index | 53 |
| Total citations | 1,564 |
| Open access | Yes |
| Top institutions publishing here | Education University of Hong Kong |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Computers & Education X Reality per year
Citation impact of Computers & Education X Reality by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Computers & Education X Reality
The rapid evolution of generative artificial intelligence (AI) and virtual reality (VR) technologies are revolutionising various fields, including education and gaming industries. However, studies on how to enhance immersive game-based learning with AI and VR technologies remain scant. Given this, the article presents the creation of “LearningverseVR,” an immersive game-based learning platform developed using generative…
This paper reviews 34 studies related to oral communication in English as a Second Language through Virtual Reality published from 2015 to 2022. Overall, Virtual Reality affordances, such as immersion, interaction, feedback, and creation, were perceived positively and found to be effective in terms of anxiety, motivation, confidence, cultural awareness, creativity, and willingness to communicate.…
In response to the high demand for digital learning as a surrogate for physical experiences, virtual reality (VR) is positioning itself as a tool for creating educational virtual experiences. VR technology faces a number of ethical issues, including a reduction of users’ autonomy, health problems, and privacy concerns. The use of VR and realism in…
Authentic learning is an instructional approach that best occurs when the learning activities are set in real-world contexts. The authenticity of the learning experience increases when learning is situated in a context akin to the real world, and realistic learning experiences are created by carefully designing the learning tasks, context, and environment. The fidelity of…