On Integrating Mixed Reality within University Curricula

The paper describes the architecture and implementation of an experimental framework based on a software platform for enhancing practical and theoretical learning capacities among students in different fields of specialisation by using mixed reality. This platform allows students’ effective interaction with a set of experimental models in two ways: by using interactive augmented reality based mobile applications or by using complete immersion. A case study on using this platform within a target group of students from University of Bacău, Romania is provided and some implications of this teaching approach are analysed. The results have empirically proved that using a learning environment based on mixed reality in teaching improves participatory culture, technical knowledge, and learning satisfaction degree of students. This study also emphasises the need for improvements in the integration of this framework to ensure that the technology's use is not limited to specific courses or user groups.

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Publication Details

Journal
BRAIN BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE
Published
2025-02-04
DOI
https://doi.org/10.70594/brain/16.1/22
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

On Integrating Mixed Reality within University Curricula

Simona Elena Vârlan, Iulian Furdu, Grigor Mihaylov
BRAIN BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE
Virtual Reality Applications and Impacts
article

On Integrating Mixed Reality within University Curricula

Simona Elena Vârlan, Iulian Furdu, Grigor Mihaylov
article en

Abstract

The paper describes the architecture and implementation of an experimental framework based on a software platform for enhancing practical and theoretical learning capacities among students in different fields of specialisation by using mixed reality. This platform allows students’ effective interaction with a set of experimental models in two ways: by using interactive augmented reality based mobile applications or by using complete immersion. A case study on using this platform within a target group of students from University of Bacău, Romania is provided and some implications of this teaching approach are analysed. The results have empirically proved that using a learning environment based on mixed reality in teaching improves participatory culture, technical knowledge, and learning satisfaction degree of students. This study also emphasises the need for improvements in the integration of this framework to ensure that the technology's use is not limited to specific courses or user groups.

BRAIN BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCEVol. 16(1)
Alexandru Ioan Cuza University (RO), University of Telecommunications and Post (BG), University of Bacău (RO)
Openalex Percentile: Top 99%
Virtual Reality Applications and Impacts
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