ASU researcher studies how virtual and augmented reality technologies improve STEM education
University of Maryland researchers conducted one of the first in-depth analyses on whether people recall information better through virtual reality, as opposed to desktop computers
The aim of this study is to determine the effect of augmented reality use on students' achievement, misconception and course engagement.
In this research paper, VR is applied in engineering education, the scope being to compare three major VR systems with the traditional education approach when we do not use any VR system (No-VR).
Findings support claims that technology use within a mathematics lesson increases student achievement and augmented reality enhances student motivation to learn mathematics.
The sample for this study consisted of 80 fifth-grade students, divided into a control and an experimental group.
The aim of this research is to investigate the effect of Augmented Reality (AR) applications in the learning process.
The aim of the study was to analyse learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context.
In this study, an augmented reality-based multidimensional concept map (ARMCM) learning system is proposed for conducting mobile learning activities.
The purpose of this study was to compare Augmented Reality and 2-Dimensional tutorials using molecular modeling on student learning and satisfaction
In this paper, we explore the possibility of embedding augmented reality (AR) in authentic inquiry activities to contextualize students’ exploration of medical surgery, and investigate students’ perceptions of the AR lessons.
Every child is a genius in his or her own way. VR can be the key to awakening the genius inside.