Document Type : Research Paper
Authors
1
shiraz art univercity
2
Professor, Advanced Art Studies Department, School of Visual Arts, Fine Art Faculty, University of Tehran, Tehran, Iran.
10.22059/jfava.2025.376135.667274
Abstract
Abstract:
Introduction: This study aims to investigate the educational dimensions of utilizing virtual reality technology in museums. A systematic review approach has been employed, analyzing published research and articles in this domain. The findings are categorized into key dimensions and components through a coding process.
Research Methodology: The study is qualitative and descriptive in nature, applied in its goals, and utilizes a systematic review as its method. Systematic search in this research was done using different databases such as Science Direct, Google Scholar, JStore, Web of Science, Springlink and Wiley. At first A number of 9183 articles were extracted and after reviewing the articles based on the entry criteria and removing similar and unrelated items, 33 articles were extracted and analyzed. In this research, a review of the reviewed articles was made from among the articles published in English between 2014 and 2024 AD. For data collection and addressing the research questions, Strauss and Corbin's grounded coding methodology was applied. This research engages in qualitative content analysis, focusing on compiling, organizing, and interpreting data from published studies examining the use of virtual reality in museums. Articles published in English between 2014 and 2024 were systematically selected using various databases such as ScienceDirect, Google Scholar, JSTOR, Web of Science, SpringerLink, and Wiley. Initially, 9183 articles were identified. After screening based on predetermined criteria and eliminating duplicates or irrelevant materials, 33 articles were chosen for detailed analysis.
Research Findings: Out of 317 articles reviewed, 33 relevant studies were identified and included. The trend of publications during the examined timeframe showed a consistent upward trajectory. Through content analysis and categorization of the coded data from the selected articles, seven major dimensions relating to the educational impact of virtual reality technology on museum services and activities were identified. These dimensions include visitor-museum interaction, museum culture, education and learning, aesthetic appeal of museums, museum visitation experience, sensory immersion, and museum marketing. Findings indicate that virtual reality technology most significantly enhances interactive experiences, sensory immersion, and educational engagement for museum audiences.
The present study shows that virtual reality technology has created new opportunities for museums to improve the learning experience and, in addition, it provides the possibility of collecting a variety of data on the interests and behavior of visitors, data that can play an effective role in improving museum services and educational programs. The results of systematic reviews of previous research also indicate that museums are increasingly using new technologies in their educational programs. The aim of this effort is to create interactive and collaborative learning environments that complement formal education in schools and universities.
Discussion and Conclusion: The results demonstrate that employing virtual reality technology in museums can create immersive environments and advanced interactive experiences for visitors. Moreover, this technology plays a substantial role in improving various educational aspects such as enhancing learning experiences and developing practical applications and programs. It can also influence individuals' interest in visiting physical museums. The results and practical implications of this article can help museum interior designers and experts to gain more scientific and practical foundations.
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