TY - GEN
T1 - Analysing Virtual Reality Applications in Built Environment Education
T2 - 2nd International Conference on Education Research, ICER 2025
AU - Pretorius, Ockert
AU - Myburgh, Herman
N1 - Publisher Copyright:
© Proceedings of the 2nd International Conference on Education Research, ICER 2025. All rights reserved.
PY - 2025
Y1 - 2025
N2 - The application of Virtual Reality (VR) in built environment education has wide-ranging potential to enhance experiential learning through simulating accessible real-world scenarios for practical application of classroom concepts and providing a spatial scale for students. Relevant applications may have a transdisciplinary impact, with specific relevance to fields such as engineering, urban planning, and architectural studies. The continued diffusion of VR technology and applications may alter diverse sectoral value chains and production, necessitating educational responses in design, analysis, and management approaches. Evident is the importance of integrating related tools in tertiary education practices to enable the resilience, productivity, and competitiveness of built environment students. However, the lack of existing research restricts the development of best practice that is applicable to the diverse activities of built environment practitioners. This paper aims to investigate the existing body of knowledge to delineate lessons that inform tertiary sector stakeholders on the use of VR to support the development of graduate attributes in the process of teaching and learning. The research methodology applied is centred on a bibliometric review of current research. The VOSviewer (v1.6.20) software is utilized to identify relevant themes and trends among the publications. The latter is sourced from the Scopus database using keywords such as “virtual reality”, “built environment”, and “education”. The most cited papers are also qualitatively analyzed to interpret the findings of the review. Findings indicate that current research themes include the application of VR in education and pedagogy, user perception and experiences in this regard, and informing practical training and decision making toward sustainable development and applied practice. The qualitative content review indicates four categories of VR application in built environment education, including visualisation, participation, and collaboration, knowledge creation and transfer, and an integrated approach. Recommendations include institutions utilizing said findings to inform curriculum transformation, improving student and stakeholder participation, supporting evidence-based teaching.
AB - The application of Virtual Reality (VR) in built environment education has wide-ranging potential to enhance experiential learning through simulating accessible real-world scenarios for practical application of classroom concepts and providing a spatial scale for students. Relevant applications may have a transdisciplinary impact, with specific relevance to fields such as engineering, urban planning, and architectural studies. The continued diffusion of VR technology and applications may alter diverse sectoral value chains and production, necessitating educational responses in design, analysis, and management approaches. Evident is the importance of integrating related tools in tertiary education practices to enable the resilience, productivity, and competitiveness of built environment students. However, the lack of existing research restricts the development of best practice that is applicable to the diverse activities of built environment practitioners. This paper aims to investigate the existing body of knowledge to delineate lessons that inform tertiary sector stakeholders on the use of VR to support the development of graduate attributes in the process of teaching and learning. The research methodology applied is centred on a bibliometric review of current research. The VOSviewer (v1.6.20) software is utilized to identify relevant themes and trends among the publications. The latter is sourced from the Scopus database using keywords such as “virtual reality”, “built environment”, and “education”. The most cited papers are also qualitatively analyzed to interpret the findings of the review. Findings indicate that current research themes include the application of VR in education and pedagogy, user perception and experiences in this regard, and informing practical training and decision making toward sustainable development and applied practice. The qualitative content review indicates four categories of VR application in built environment education, including visualisation, participation, and collaboration, knowledge creation and transfer, and an integrated approach. Recommendations include institutions utilizing said findings to inform curriculum transformation, improving student and stakeholder participation, supporting evidence-based teaching.
KW - 4IR
KW - Built Environment
KW - Cross-reality Environment
KW - Knowledge Transfer
KW - Virtual Reality
UR - https://www.scopus.com/pages/publications/105030335190
U2 - 10.34190/icer.2.1.4268
DO - 10.34190/icer.2.1.4268
M3 - Conference contribution
AN - SCOPUS:105030335190
T3 - Proceedings of the 2nd International Conference on Education Research, ICER 2025
SP - 157
EP - 165
BT - Proceedings of the 2nd International Conference on Education Research, ICER 2025
A2 - Matos, Florinda
A2 - Flores, Isabel
A2 - Martins, Susana da Cruz
PB - Academic Conferences International Limited
Y2 - 6 November 2025 through 7 November 2025
ER -