Exploring the Educational Frontier: Assessing the Role of Augmented and Virtual Reality

The present research examines how immersive methods, such as simulated reality (MR), virtual reality (VR), and the use of augmented reality (AR), may transform education. By the combination of VR and AR with sensory input, these technologies provide changing, stimulating classrooms that may enhance memory, understanding, and overall performance in school. The study looks at the way these tools are used across various contexts and emphasizes their ability to affect classroom procedures and pupil engagement. Whereas VR offers realistic modeling, virtual classrooms, and practical instruction scenarios, AR provides enhanced language learning, virtual field excursions, and active textbooks. MR blends virtual and tangible components to enable remote interaction and interactive 3D visualizations. The usage of AR and VR has many advantages, but there are drawbacks as well, such as expensive expenditures, complicated technological specifications, problems with user experience, and the need for content creation. These barriers prevent widespread adoption, especially in educational settings with limited resources. In addition, a review of prior research is included, along with a discussion of potential fixes and research gaps that need to be filled. It is expected that future technological developments when paired with better infrastructure & teacher preparation, would increase immersion technologies' accessibility and efficacy in educational settings.

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Publication Details

Published
2024-12-20
DOI
https://doi.org/10.1109/emergin63207.2024.10961513
Primary Topic
Educational Innovations and Challenges
Type
article
Field-Weighted Citation Impact
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article

Exploring the Educational Frontier: Assessing the Role of Augmented and Virtual Reality

Vikas Rattan, Akul Sikand
Educational Innovations and Challenges
article

Exploring the Educational Frontier: Assessing the Role of Augmented and Virtual Reality

Vikas Rattan, Akul Sikand
article en

Abstract

The present research examines how immersive methods, such as simulated reality (MR), virtual reality (VR), and the use of augmented reality (AR), may transform education. By the combination of VR and AR with sensory input, these technologies provide changing, stimulating classrooms that may enhance memory, understanding, and overall performance in school. The study looks at the way these tools are used across various contexts and emphasizes their ability to affect classroom procedures and pupil engagement. Whereas VR offers realistic modeling, virtual classrooms, and practical instruction scenarios, AR provides enhanced language learning, virtual field excursions, and active textbooks. MR blends virtual and tangible components to enable remote interaction and interactive 3D visualizations. The usage of AR and VR has many advantages, but there are drawbacks as well, such as expensive expenditures, complicated technological specifications, problems with user experience, and the need for content creation. These barriers prevent widespread adoption, especially in educational settings with limited resources. In addition, a review of prior research is included, along with a discussion of potential fixes and research gaps that need to be filled. It is expected that future technological developments when paired with better infrastructure & teacher preparation, would increase immersion technologies' accessibility and efficacy in educational settings.

Chitkara University (IN)
Openalex Percentile: Top 53%
Educational Innovations and Challenges
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