Identifying the Educational Dimensions of Virtual Reality Technology on Museum Activities and Services: A Systematic Review

Document Type : Research Paper

Authors

1 PhD Candidate in Comparative and Analytic History of Islamic Art, Department of Advanced Studies of Art, School of Visual Arts, College of Fine Arts, University of Tehran, Tehran, Iran.

2 Professor, Department of Advanced Art Studies, School of Visual Arts, College of Fine Arts, University of Tehran, Tehran, Iran.

Abstract

This study aims to explore the educational components of virtual reality in museums. The primary focus is on identifying the sources of these components within museum activities and services, as well as examining their relationship with the research process. A systematic review methodology was employed, analyzing findings from relevant studies and some most important published articles. The analysis was conducted by breaking down key dimensions and components, using a coding method to interpret the data. The study is qualitative and descriptive in nature, is an applied, deep study in terms of its objectives, and also utilizes a systematic review as its method. A systematic search was conducted using databases including Science Direct, Google Scholar, JStore, Web of Science, Springlink and Wiley. Initially, 9,183 articles were identified. After applying inclusion criteria and removing duplicates and irrelevant items, 33 articles were selected for final analysis. The review focused on articles published in English between 2014 and 2024. For data collection and addressing the research questions that are in play and very important for the discussion, Strauss and Corbin's grounded coding methodology was applied. This research engages in qualitative content analysis, focusing on compiling, organizing, and also interpreting data from published studies examining the use of virtual reality in museums. The PRISMA Statement guidelines were precisely followed to structure the systematic review process in a meticulous and effective way. Out of the 317 initially considered articles, 33 studies were ultimately selected, revealing a steadily increasing trend in publications on the topic. 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 finally identified. These dimensions include visitor-museum interaction, museum culture, education and learning, aesthetic appeal of museums, museum visitation experience, sensory immersion, and museum marketing. The research findings indicate that virtual reality technology most significantly enhances interactive experiences, sensory immersion, and educational engagement for museum audiences. It also enables the collection of valuable data on visitor interests and behavior, which can be used to enhance museum services and educational programs. The results of systematic reviews of previous research also indicate in some way or other that museums are increasingly using new technologies in their vast, different educational programs. To some extent, the aim of this effort has been to create some kinds of interactive and collaborative learning environments, situations, and states that complement formal education in schools, universities, and other similar institutions. The main discussion and the final conclusions of this study clearly demonstrate that employing virtual reality technology in museums can somehow create immersive environments and advanced interactive experiences in special rooms and atmospheres 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. These findings offer practical insights for museum designers and education specialists, providing a stronger scientific and applied foundation for developing museum experiences.

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