Corresponding Author: Nur Azlina Binti Mohamed Mokmin, Centre for Instructional Technology & Multimedia, 11800 Universiti
Sains Malaysia, Pulau Pinang, Malaysia, 04-6536267.
6
Advanced Journal of Technical and Vocational Education, 6 (1): 06-12, 2022
e-ISSN: 2550-2174
© RMP Publications, 2022
DOI: 10.26666/rmp.ajtve.2022.1.2
Virtual reality technology in physical education: a systematic review in instructional design
& implementation
Muhammad Aminuddin Akmal Bin Mohd Hamizi, Nur Azlina Binti Mohamed Mokmin*, and Ummie
Haniffah Binti Ariffin
Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia,
11800 USM, Pulau Pinang, Malaysia
Abstract: Virtual reality is an immersive technology that is utilized in education. The increasing growth of physical
education research led to the need for a comprehensive examination. Furthermore, due to the rapid growth of VR
research, this systematic analysis intends to investigate the instructional design used to develop virtual reality in
physical education over the previous five years. As a result, 31 previous research articles on virtual reality
technology and physical education were analyzed for this paper. The most instructional design used for VR
development is ADDIE followed by Bloom’s Taxonomy, while for the implementation of VR, undergraduate
students are not the only option for using VR-based applications.
Keywords: VR technology, Undergraduates, ID trend, Virtual Reality in PE, Immersive Technology
INTRODUCTION
Virtual reality (VR) is the technology that generates an
interactive virtual world that resembles a real-life
experience [1]. VR technology enables users to immerse
themselves in a virtual world by actively engaging with
its content [2]. Furthermore, typical virtual reality is a
3D animation that may be activated by manipulating the
handle of a mobile computer or the remote control to
cause the digital information to shift in a certain context,
such as an environment [3]. VR technology has been
used in many fields such as health education, public
health, physical education, and geographical education.
Despite the rapid growth, the study of VR in PE is still
considered in its infancy [4]. Thus, further study is
needed in this area.
In technology development, there are several
instructional designs used as guidelines to organize
appropriate pedagogical scenarios to achieve
instructional goals [5]. ADDIE (Analysis, Design,
Develop, Implement, and Evaluate) and Bloom's
Taxonomy, as well as Merrill's Principle and Gagne's
Nine Events of Instruction, are some of the well-known
instructional design frameworks used in the creation of
new technologies. To determine which of these four
instructional designs is the best and most recommended
for VR creation, a total of 31 papers were analyzed.
It is impossible to exaggerate the significance
of effective instructional design, particularly in the
context of education. Many definitions of instructional
design (ID) exist. Still, the descriptions all lead to the
exact definition: the process of improving instruction by
analyzing learning needs and developing learning
experiences in an organized manner [6]. Instructional
designers frequently employ technology and multimedia
to enhance learning. IDs developed a systematic
approach to improving learning experiences by
analyzing learning needs. Gagne's Nine Events of
Instruction, the ADDIE model, Bloom's Taxonomy, and
Merrill's Principles of Instruction are the most widely
used instructional design methods.
There are five steps in developing a product:
analysis, design, development, implementation, and
evaluation. It is common to practice system
development to implement this ADDIE ID model to
facilitate the use of agile methodologies [7]. When it
comes to visual learning, Bloom's Taxonomy is a go-to
[8]. The design process began with memorization of
information, followed by comprehension, application,
analysis, evaluation, and finally, a solution. Gagne's
Nine Events ID model is widely used in medical, health,
and biological education. In one of the studies that have
been discussed Gagne’s Nine Events ID is from Tambi
[9]. Finally, Merrill's Principle is the last ID model to be
discovered in this section, which uses five learning
principles that are task-centered, activation, application,
integration, and demonstration. Recent research shows
that Merrill's Principle and Gagne's Nine Events can
both reduce cognitive load and foster student learning,
as demonstrated by Salehi [10]. Comparing Merrill's
Principle to Gagne's model, the results show that
Merrill's Principle is the superior design model.