Creating Immersive Learning Experiences in Education Domain Through Virtual and Augmented Reality DOI
Manpreet Kaur Riyat,

Ruchi Kakkar,

Amit Kakkar

et al.

Advances in educational technologies and instructional design book series, Journal Year: 2024, Volume and Issue: unknown, P. 123 - 156

Published: Dec. 13, 2024

This chapter examines the transformation of education with Virtual and Augmented Reality (VR AR), highlighting their remarkable capability to create immersive learning experiences that significantly enhance student engagement knowledge retention. AR VR technologies, interactive dynamic interfaces, overcome traditional educational challenges, thereby enhancing inclusivity personalisation learning. The analyses current state system, presents use cases in education, discusses steps incorporate into settings for experiences. As progress, integration offers substantial prospects connect theoretical practical implementation, establishing these technologies as crucial catalysts future

Language: Английский

Affective Computing for Learning in Education: A Systematic Review and Bibliometric Analysis DOI Creative Commons
Rajamanickam Yuvaraj, Rakshit Mittal, A. Amalin Prince

et al.

Education Sciences, Journal Year: 2025, Volume and Issue: 15(1), P. 65 - 65

Published: Jan. 10, 2025

Affective computing is an emerging area of education research and has the potential to enhance educational outcomes. Despite growing number literature studies, there are still deficiencies gaps in domain affective education. In this study, we systematically review domain. Methods: We queried four well-known databases, namely Web Science Core Collection, IEEE Xplore, ACM Digital Library, PubMed, using specific keywords for papers published between January 2010 July 2023. Various relevant data items extracted classified based on a set 15 extensive questions. Following PRISMA 2020 guidelines, total 175 studies were selected reviewed work from among 3102 articles screened. The show increasing trend publications within most common purpose involves designing emotion recognition/expression systems. Conventional textual questionnaires remain popular channels measurement. Classrooms identified as primary environments; largest sample group university students. Learning domains mainly associated with science, technology, engineering, mathematics (STEM) courses. bibliometric analysis reveals that affiliated USA. primarily journals, majority appearing Frontiers Psychology journal. Research gaps, challenges, directions future explored. This synthesizes current knowledge regarding application sector. useful help researchers, policymakers, practitioners deploy technology broaden practices.

Language: Английский

Citations

0

The Metaverse DOI
Manpreet Kaur Riyat, Amit Kakkar,

Ruchi Kakkar

et al.

IGI Global eBooks, Journal Year: 2025, Volume and Issue: unknown, P. 51 - 86

Published: Feb. 27, 2025

This chapter examines the transformative capacity of Metaverse in education, emphasizing how immersive technologies like virtual reality (VR) and augmented (AR) are redefining traditional education environment. analyses essential components such as classrooms, digital twins, learning experiences, illustrating educators can utilize these innovations to improve student engagement, collaboration, results. It also discusses used cases various metaverse that executed Metaverse-oriented educational settings, providing insights into existing applications, prospective developments, anticipated progressions. The role stakeholders metaverse-based researchers, policymakers, well a thorough comprehension opportunities problems associated with developing inclusive participatory experiences within Metaverse.

Language: Английский

Citations

0

NeuroIS: A Systematic Review of NeuroIS Through Bibliometric Analysis DOI Open Access

Nahid Entezarian,

Rouhollah Bagheri, Javad Rezazadeh

et al.

Metrics, Journal Year: 2025, Volume and Issue: 2(1), P. 4 - 4

Published: March 10, 2025

This study aims to provide a comprehensive knowledge mapping and extensive analysis of NeuroIS research, elucidating global trends directions within this field from January 2007 2024. A visual 256 research articles sourced the Scopus database is conducted. The mapping, utilizing CiteSpace (CiteSpace 3.6 R1) VOSviewer (VOSviewer 1.6.19), illustrates current landscape, encompassing collaboration networks, co-citation references exhibiting citation bursts, keyword analysis. findings highlight United States Germany as leading nations in exploration NeuroIS, with Karlsruher Institut für Technologie identified prominent institution domain. René Riedl, Pierre-Majorique Léger, Marc T. P. Adam, Christof Weinhardt emerge most prolific authors field. Noteworthy themes that have garnered attention recent years include customer experience, information systems, processing. Document reveals by Dimoka et al. 2012 cited work, providing overview research. Analysis document network identifies electroencephalography (EEG) context technostress, social impact security alerts, user experience human–computer interaction key areas focus. Riedl recognized researcher, while MIS Quarterly distinguished journal Twelve papers exhibit high counts, significant activity noted 2021 2022. timeline delineates evolution topics such neuroscience, fMRI, cognitive media, trust, eye tracking, interaction. pioneers examination status through bibliometric latest available data. It advocates for enhanced collaborations among scholars institutions improve systems management foster development NeuroIS. underscores importance ongoing cooperation deepen our understanding how neuroscience can inform design management, thereby enhancing human–technology By identifying trends, influential authors, themes, lays groundwork further innovation interdisciplinary As technology continues advance reliance on intensifies, insights derived valuable perspectives experiences, optimizing processing, applying neuroscientific principles develop more effective IT artifacts. Through sustained sharing, community drive progress shape future an increasingly dynamic digital landscape.

Language: Английский

Citations

0

Implementing Augmented Reality Models in the Classroom Environment Using Merge Cubes: A Quantitative Study of the Effects on Students’ Cognitive Load and Motivation DOI Creative Commons
Raphael Fehrmann

Education Sciences, Journal Year: 2025, Volume and Issue: 15(4), P. 414 - 414

Published: March 26, 2025

The present study investigates the extent to which use of Merge Cubes as haptic AR tools in classroom—realized construction technology lessons at a vocational college an exemplary case—influences cognitive load and motivation learners. A quasi-experimental field was conducted using questionnaire pre-post design including control group Germany (North Rhine-Westphalia). During intervention phase, students experimental worked with materials such textbooks worksheets that were specifically expanded include Cube learning tool, while only used conventional materials. In both pre- post-test, learners recorded questionnaires. results indicate can reduce load: extraneous decreased over course intervention, whereas for increased significantly comparison. addition, germane slightly group, decreased. With regard intrinsic learners, groups increase, although difference between two not significant. Based on these results, further factors influencing effect implications practical classroom are discussed, concrete validation requires research.

Language: Английский

Citations

0

From Locked Rooms to Open Minds: Escape Room Best Practices to Enhance Reflection in Extended Reality Learning Environments DOI
Erica Kleinman,

Rana Jahani,

Eileen McGivney

et al.

Published: April 24, 2025

Language: Английский

Citations

0

Examining the Role of Augmented Reality and Virtual Reality in Safety Training DOI Open Access
Γεώργιος Λαμπρόπουλος, Pablo Fernández‐Arias, Álvaro Antón‐Sancho

et al.

Electronics, Journal Year: 2024, Volume and Issue: 13(19), P. 3952 - 3952

Published: Oct. 7, 2024

This study aims to provide a review of the existing literature regarding use extended reality technologies and metaverse focusing on virtual (VR), augmented (AR), mixed (MR) in safety training. Based outcomes, VR was predominantly used context training with immersive yielding best outcomes. In comparison, only recently has AR been introduced but positive Both can be effectively adopted integrated render learning experiences environments more realistic, secure, intense, interactive, personalized, which are crucial aspects ensure high-quality Their ability safe individuals practice develop their skills knowledge real-life simulated working settings that do not involve any risks emerged as one main benefits. support social collaborative offer experiential significantly contributed Therefore, it concluded effective tools enrich and, turn, increase occupational health safety.

Language: Английский

Citations

1

Artificial Intelligence and Educational Robotics in Maker Education DOI
Γεώργιος Λαμπρόπουλος, Jesús López Belmonte, José Antonio Marín Marín

et al.

Advances in educational technologies and instructional design book series, Journal Year: 2024, Volume and Issue: unknown, P. 85 - 106

Published: Nov. 1, 2024

In maker education, students are actively engaged in the educational process through experiential learning and become co-designers co-creators of their own learning. The chapter examines role artificial intelligence robotics education. Based on results, this combination can increase student technical soft skills, improve motivation engagement, enhance creativity, higher-order thinking critical thinking. It supports personalized learning, self-regulated collaborative interest positive attitude toward science, assist teachers to interact with focus needs performance. Through feedback meaningful hands-on experiences project-based activities, acquire a deeper understanding concepts taught. Integrating into education enrich transform teaching activities support both teachers.

Language: Английский

Citations

1

Creating Immersive Learning Experiences in Education Domain Through Virtual and Augmented Reality DOI
Manpreet Kaur Riyat,

Ruchi Kakkar,

Amit Kakkar

et al.

Advances in educational technologies and instructional design book series, Journal Year: 2024, Volume and Issue: unknown, P. 123 - 156

Published: Dec. 13, 2024

This chapter examines the transformation of education with Virtual and Augmented Reality (VR AR), highlighting their remarkable capability to create immersive learning experiences that significantly enhance student engagement knowledge retention. AR VR technologies, interactive dynamic interfaces, overcome traditional educational challenges, thereby enhancing inclusivity personalisation learning. The analyses current state system, presents use cases in education, discusses steps incorporate into settings for experiences. As progress, integration offers substantial prospects connect theoretical practical implementation, establishing these technologies as crucial catalysts future

Language: Английский

Citations

0