Virtual and Augmented Reality in Contemporary Education

Authors

DOI:

https://doi.org/10.56931/sel.2024.e5

Keywords:

Virtual reality, Augmented reality, Inclusive education, Educational innovation

Abstract

Contemporary education faces significant change with the incorporation of immersive technologies such as virtual and augmented reality, which transform the way students interact with knowledge. In Ecuador, these technologies offer potential to overcome educational barriers, especially in areas where resources are limited. This critical analysis addresses advances in the development of hardware and software, as well as their practical applications in disciplines such as science, mathematics, and inclusive education. The central problem identified lies in the technological gap that hinders the widespread adoption of these tools. Factors such as high costs, limited connectivity, and lack of teacher training represent significant obstacles. Despite these limitations, immersive technologies have been shown to improve student motivation and engagement, as well as facilitate the learning of complex concepts. The results analyzed highlight success stories where these technologies were effectively integrated into educational and therapeutic environments. These tools have not only allowed the visualization of complex phenomena but have also promoted educational inclusion and cognitive rehabilitation. It is concluded that, to maximize their impact, it is necessary to overcome challenges related to infrastructure and teacher training. Only a comprehensive approach will ensure the accessibility and sustainability of these technologies in Ecuadorian and global education.

References

Alalwan, N., Cheng, L., Al-Samarraie, H., Yousef, R., Ibrahim Alzahrani, A., & Sarsam, S. M. (2020). Challenges and Prospects of Virtual Reality and Augmented Reality Utilization among Primary School Teachers: A Developing Country Perspective. Studies in Educational Evaluation, 66, 100876. https://doi.org/10.1016/j.stueduc.2020.100876 DOI: https://doi.org/10.1016/j.stueduc.2020.100876

Azevedo, M., & Carvalho, A. (2024). Learning with virtual reality (VR) and augmented reality (AR). En ResearchGate. https://doi.org/10.2991/978-94-6463-380-1_11 DOI: https://doi.org/10.2991/978-94-6463-380-1_11

Buele, J., Avilés-Castillo, F., Del-Valle-Soto, C., Varela-Aldás, J., & Palacios-Navarro, G. (2024). Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: A single-blind, randomized controlled trial. Journal of NeuroEngineering and Rehabilitation, 21(1), 130. https://doi.org/10.1186/s12984-024-01422-w DOI: https://doi.org/10.1186/s12984-024-01422-w

Çakıroğlu, Ü., Güler, M., Dündar, M., & Coşkun, F. (2024). Virtual Reality in Realistic Mathematics Education to Develop Mathematical Literacy Skills. International Journal of Human–Computer Interaction, 40(17), 4661-4673. https://doi.org/10.1080/10447318.2023.2219960 DOI: https://doi.org/10.1080/10447318.2023.2219960

Cheng, K.-H., & Tsai, C.-C. (2013). Affordances of Augmented Reality in Science Learning: Suggestions for Future Research. Journal of Science Education and Technology, 22(4), 449-462. https://doi.org/10.1007/s10956-012-9405-9 DOI: https://doi.org/10.1007/s10956-012-9405-9

Cheng, L., & Qin, J. (2021). Rethinking Educational Excellence with the Digital Transformation: A New Perspective on Developing Tech-driven Virtual Mentoring Platform for Unfinished Learning amid Covid-19. 2021 IEEE International Conference on Engineering, Technology & Education (TALE), 1017-1022. https://doi.org/10.1109/TALE52509.2021.9678536 DOI: https://doi.org/10.1109/TALE52509.2021.9678536

Díaz–Barrancas, F., Gil–Rodríguez, R., Aizenman, A., Bayer, F., & Gegenfurtner, K. (2023). Color calibration in virtual reality for Unity and Unreal. 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 733-734. https://doi.org/10.1109/VRW58643.2023.00209 DOI: https://doi.org/10.1109/VRW58643.2023.00209

Fan, X., Jiang, X., & Deng, N. (2022). Immersive technology: A meta-analysis of augmented/virtual reality applications and their impact on tourism experience. Tourism Management, 91, 104534. https://doi.org/10.1016/j.tourman.2022.104534 DOI: https://doi.org/10.1016/j.tourman.2022.104534

Fitria, T. N. (2023). Augmented Reality (AR) and Virtual Reality (VR) Technology in Education: Media of Teaching and Learning: A Review. International Journal of Computer and Information System (IJCIS), 4(1), Article 1. https://doi.org/10.29040/ijcis.v4i1.102 DOI: https://doi.org/10.29040/ijcis.v4i1.102

Gulyamov, S. S., Egamberdiev, E., & Naeem, A. (2024). Practice-Oriented Approach to Reforming the Traditional Model of Higher Education with the Application of EdTech Technologies. 2024 4th International Conference on Technology Enhanced Learning in Higher Education (℡E), 340-343. https://doi.org/10.1109/℡E62556.2024.10605684 DOI: https://doi.org/10.1109/TELE62556.2024.10605684

Hazarika, A., & Rahmati, M. (2023). Towards an Evolved Immersive Experience: Exploring 5G- and Beyond-Enabled Ultra-Low-Latency Communications for Augmented and Virtual Reality. Sensors, 23(7), Article 7. https://doi.org/10.3390/s23073682 DOI: https://doi.org/10.3390/s23073682

Jadán-Guerrero, J., Avilés-Castillo, F., Buele, J., & Palacios-Navarro, G. (2023). Gamification in Inclusive Education for Children with Disabilities: Global Trends and Approaches - A Bibliometric Review. En O. Gervasi, B. Murgante, A. M. A. C. Rocha, C. Garau, F. Scorza, Y. Karaca, & C. M. Torre (Eds.), Computational Science and Its Applications – ICCSA 2023 Workshops (pp. 461-477). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-37105-9_31 DOI: https://doi.org/10.1007/978-3-031-37105-9_31

Kamińska, D., Zwoliński, G., Laska-Leśniewicz, A., Raposo, R., Vairinhos, M., Pereira, E., Urem, F., Ljubić Hinić, M., Haamer, R. E., & Anbarjafari, G. (2023). Augmented Reality: Current and New Trends in Education. Electronics, 12(16), Article 16. https://doi.org/10.3390/electronics12163531 DOI: https://doi.org/10.3390/electronics12163531

Kesim, M., & Ozarslan, Y. (2012). Augmented Reality in Education: Current Technologies and the Potential for Education. Procedia - Social and Behavioral Sciences, 47, 297-302. https://doi.org/10.1016/j.sbspro.2012.06.654 DOI: https://doi.org/10.1016/j.sbspro.2012.06.654

Lai, J. W., & Cheong, K. H. (2022). Adoption of Virtual and Augmented Reality for Mathematics Education: A Scoping Review. IEEE Access, 10, 13693-13703. IEEE Access. https://doi.org/10.1109/ACCESS.2022.3145991 DOI: https://doi.org/10.1109/ACCESS.2022.3145991

Marks, B., & Thomas, J. (2022). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and Information Technologies, 27(1), 1287-1305. https://doi.org/10.1007/s10639-021-10653-6 DOI: https://doi.org/10.1007/s10639-021-10653-6

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. https://doi.org/10.1016/j.compedu.2013.07.033 DOI: https://doi.org/10.1016/j.compedu.2013.07.033

Noureddine Elmqaddem. (2024). Augmented Reality and Virtual Reality in Education. Myth or Reality? ResearchGate. https://doi.org/10.3991/ijet.v14i03.9289 DOI: https://doi.org/10.3991/ijet.v14i03.9289

Prabhakaran, A., Mahamadu, A.-M., & Mahdjoubi, L. (2022). Understanding the challenges of immersive technology use in the architecture and construction industry: A systematic review. Automation in Construction, 137, 104228. https://doi.org/10.1016/j.autcon.2022.104228 DOI: https://doi.org/10.1016/j.autcon.2022.104228

Pyrkosz-Pacyna, J., Zwierżdżyński, M., Guja, J., Lis, M., & Bulska, D. (2024). Space science education in virtual reality – Barriers to gender inclusion. Educational Technology & Society, 27(4), 267-282.

Sáez-López, J. M., Cózar-Gutiérrez, R., González-Calero, J. A., & Gómez Carrasco, C. J. (2020). Augmented Reality in Higher Education: An Evaluation Program in Initial Teacher Training. Education Sciences, 10(2), Article 2. https://doi.org/10.3390/educsci10020026 DOI: https://doi.org/10.3390/educsci10020026

Sanderson, J. (1996). The SWORD of Damocles. The Lancet, 348(9019), 2-3. https://doi.org/10.1016/S0140-6736(05)64347-4 DOI: https://doi.org/10.1016/S0140-6736(05)64347-4

Tang, Y. M., Chau, K. Y., Kwok, A. P. K., Zhu, T., & Ma, X. (2022). A systematic review of immersive technology applications for medical practice and education—Trends, application areas, recipients, teaching contents, evaluation methods, and performance. Educational Research Review, 35, 100429. https://doi.org/10.1016/j.edurev.2021.100429 DOI: https://doi.org/10.1016/j.edurev.2021.100429

Ullah, M., Amin, S. U., Munsif, M., Yamin, M. M., Safaev, U., Khan, H., Khan, S., & Ullah, H. (2022). Serious games in science education: A systematic literature. Virtual Reality & Intelligent Hardware, 4(3), 189-209. https://doi.org/10.1016/j.vrih.2022.02.001 DOI: https://doi.org/10.1016/j.vrih.2022.02.001

Published

2024-12-30

How to Cite

Virtual and Augmented Reality in Contemporary Education. (2024). Social & Educational Lens, 1. https://doi.org/10.56931/sel.2024.e5