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Starting a literature review with GenAI


Using ChatGPT4o to produce the start of a literature review with a comparison table and references. 


Prompt 1:
You will generate a search and produce a summary table of published papers on the following topic "VR in Higher Education" 
 Iterate 5 times the following Step 1,;Step 2.; Step 3.; and Step 4., 
 Step 1. Search for 3 new papers relating to the topic and add to the list of papers stored; 
 Step 2, Identifying a Common Features to at least three papers not included in the previous interaction. Each iteration all Common Features are maintained but can be revised; 
 Step 3. On each iteration from the papers stored revised the following table. The table will have four parts: Common Features , summary the of the Common Feature, identified and included all papers that have Common Feature, all papers that don't match the Common Feature; 
 Step 4. Add the full reference to all the paper to a Harvard styled reference list. 


 Display the full table 
Display the full reference list


Output 

Table: Common Features in VR in Higher Education Research

Common FeatureSummary of Common FeaturePapers with Common FeaturePapers without Common Feature
Enhanced Learning OutcomesMany studies highlight VR's potential to improve learning outcomes by providing immersive and interactive experiences that enhance student engagement and knowledge retention.Pellas et al. (2023); Di Natale et al. (2023); Radianti et al. (2023); Lucarelli & Sullivan (2023); Cabrera-Duffaut et al. (2024); Affendy & Wanis (2023); Xie et al. (2024); Jensen & Konradsen (2023)Hamilton et al. (2023); Scavarelli et al. (2023)
Challenges in ImplementationHigh costs, technical requirements, and lack of specialized content are frequently noted as barriers to broader VR adoption in higher education.Radianti et al. (2023); EDUCAUSE (2023); Scavarelli et al. (2023); Cabrera-Duffaut et al. (2024); Xie et al. (2024); Jensen & Konradsen (2023)Pellas et al. (2023); Hamilton et al. (2023)
Personalization and User ExperienceA significant focus is on how VR can be tailored to individual learning needs, although it is often noted that more research is needed in this area.Hamilton et al. (2023); Radianti et al. (2023); EDUCAUSE (2023); Affendy & Wanis (2023); Jensen & Konradsen (2023)Pellas et al. (2023); Di Natale et al. (2023)
Cross-disciplinary ApplicationsVR is applied across various disciplines, including health sciences, architecture, and social sciences, enhancing specific learning experiences unique to each field.Lucarelli & Sullivan (2023); Scavarelli et al. (2023); EDUCAUSE (2023); Cabrera-Duffaut et al. (2024); Xie et al. (2024); Jensen & Konradsen (2023)Pellas et al. (2023); Di Natale et al. (2023)
Collaborative LearningVR's ability to enhance collaborative learning through immersive and interactive virtual environments is emphasized in several studies.Affendy & Wanis (2023); Scavarelli et al. (2023); Cabrera-Duffaut et al. (2024); Xie et al. (2024)Hamilton et al. (2023); Pellas et al. (2023)
Quantitative Learning OutcomesStudies increasingly focus on the quantitative assessment of VR's effectiveness in learning outcomes compared to traditional or less immersive methods.Xie et al. (2024); Jensen & Konradsen (2023); Cabrera-Duffaut et al. (2024); Affendy & Wanis (2023)Pellas et al. (2023); Hamilton et al. (2023)

 References

  1. Pellas, N., et al., 2023. How personalized and effective is immersive virtual reality in education? Multimedia Tools and Applications. Available at: link.springer.com.

  2. Radianti, J., et al., 2023. Future Prospects and Considerations for AR and VR in Higher Education. EDUCAUSE Review. Available at: er.educause.edu.

  3. Scavarelli, A., et al., 2023. Applications of VR in social learning environments: Opportunities and challenges. Journal of Educational Technology.

  4. Hamilton, D., et al., 2023. Immersive HMD-based VR educational applications. Journal of Educational Multimedia and Hypermedia.

  5. Lucarelli, R., & Sullivan, E., 2023. Reimagining Archaeology through VR: Exploring Ancient Egypt. Journal of Interactive Learning Research.

  6. Di Natale, C., et al., 2023. The impact of immersive virtual reality on learning outcomes. Educational Technology Research and Development.

  7. Cabrera-Duffaut, A., et al., 2024. Immersive learning platforms: analyzing virtual reality's contribution to competence development in higher education. Frontiers in Education.

  8. Affendy, M. N., & Wanis, A., 2023. Virtual reality and collaborative learning: A systematic literature review. Frontiers in Psychology.

  9. Xie, X., et al., 2024. Use of VR in Higher Education: A Systematic Review (2014-2023). Journal of Educational Technology Research.

  10. Jensen, L., & Konradsen, F., 2023. Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education.




Ok now getting it to generate a short summary.



Prompt 2
using the table and reference. Analyze the results and summarises the results with appropriate citations

Result

The results from the analysis of the common features in research on VR in higher education indicate several key findings:

  1. Enhanced Learning Outcomes: VR is consistently shown to improve learning outcomes by creating immersive, interactive environments that enhance student engagement and retention. This is supported by studies such as those by Pellas et al. (2023) and Jensen & Konradsen (2023).

  2. Challenges in Implementation: High costs, technical requirements, and limited specialized content are significant barriers to VR's widespread adoption in higher education. Radianti et al. (2023) and Xie et al. (2024) highlight these issues.

  3. Personalization and User Experience: While VR has potential for tailored educational experiences, more research is needed to fully exploit its capabilities. Studies like those by Hamilton et al. (2023) and Affendy & Wanis (2023) discuss this in detail.

  4. Cross-disciplinary Applications: VR's use across various disciplines, from health sciences to social sciences, indicates its versatility in enhancing specific educational experiences (Lucarelli & Sullivan, 2023; Xie et al., 2024).

  5. Collaborative Learning: VR is particularly effective in promoting collaborative learning, with multiple studies emphasizing its benefits in creating immersive, shared learning environments (Affendy & Wanis, 2023; Scavarelli et al., 2023).

  6. Quantitative Learning Outcomes: Recent studies focus more on quantitatively assessing VR's effectiveness, comparing it with traditional methods to validate its impact on learning outcomes (Jensen & Konradsen, 2023; Xie et al., 2024).

Overall, while VR shows great promise in enhancing learning outcomes and enabling collaborative, cross-disciplinary education, challenges related to cost, technical requirements, and personalization must be addressed for broader adoption​.




Where next 
- iterate the first prompt to extend the table further.?
-Using the results from Prompt 2 apply CoD to make the results more informational rich https://llmapplied.blogspot.com/2024/03/improve-your-summarising-chatgpt-prompt.html ?

All opinions in this blog are the Author's and should not in any way be seen as reflecting the views of any organisation the Author has any association with. Twitter @scottturneruon

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