2023
DOI: 10.3390/informatics10020045
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AR/VR Teaching-Learning Experiences in Higher Education Institutions (HEI): A Systematic Literature Review

Belen Bermejo,
Carlos Juiz,
David Cortes
et al.

Abstract: During the last few years, learning techniques have changed, both in basic education and in higher education. This change has been accompanied by new technologies such as Augmented Reality (AR) and Virtual Reality (AR). The combination of these technologies in education has allowed a greater immersion, positively affecting the learning and teaching processes. In addition, since the COVID-19 pandemic, this trend has been growing due to the diversity of the different fields of application of these technologies, … Show more

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Cited by 20 publications
(7 citation statements)
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“…The positive response from students toward the AR and VR role-playing activities underscores the potential of these immersive educational experiences to enhance selflearning in higher education contexts. This sentiment is supported by the existing literature on the pedagogical advantages of VR and AR [34,35].…”
Section: Discussionmentioning
confidence: 72%
“…The positive response from students toward the AR and VR role-playing activities underscores the potential of these immersive educational experiences to enhance selflearning in higher education contexts. This sentiment is supported by the existing literature on the pedagogical advantages of VR and AR [34,35].…”
Section: Discussionmentioning
confidence: 72%
“…Varios estudios resaltaron el impacto de la realidad aumentada en la motivación y la participación de los estudiantes. Bermejo et al (21) concluyeron que la aplicación de AR/VR mejora la inmersión en el aprendizaje, sin embargo, también existen efectos negativos del uso de estas tecnologías, como el agotamiento visual y la fatiga mental. En el estudio de Xing-yue et al (25) sus resultados revelan un aumento en el número de estudios de RA durante los últimos cuatro años.…”
Section: Motivación Y Participación De Los Estudiantesunclassified
“…Among them, virtual reality (VR) creates a virtual environment that allows learners to immerse and perceive in multiple dimensions, while augmented reality (AR) increases learners' perception of the physical world with information obtained through computer vision methods. VR/AR technologies have positive cognitive and pedagogical benefits in education [14], such as assisting 3D vector learning [15], enhancing engineering competency literacy [16], and improving the learning experience. With their help, deeply immersive evaluation scenarios [17][18][19] can be constructed in the metaverse.…”
Section: Introductionmentioning
confidence: 99%
“…The creation of the above scenarios breaks the space-time boundaries of the real evaluation environment. In terms of spatial expansion, VR and AR technologies have improved the quality of learning [14], such as English learning [35], VR anatomy resources [36], and mobile AR systems [37]. On this basis, they can be used to build realistic evaluation scenarios, so that learners can be immersed in different evaluation scenarios.…”
mentioning
confidence: 99%