2021
DOI: 10.1109/tlt.2021.3092964
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Taxonomy of Virtual and Augmented Reality Applications in Education

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Cited by 45 publications
(16 citation statements)
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References 89 publications
(53 reference statements)
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“…Focusing the coding on elements related to the third category, evaluation (with five classes), allowed for extraction of relevant information required to answer RQ4. After the relevant categories, classes (visible in column C2 in Figure 2) and attributes (visible in column C3 in Figure 2) were decided upon, the classification hierarchy in Figure 2 was constructed, partially based on scientific literature (Bloom et al, 1956;Schreiber and Asnerly-Self, 2011;Motejlek and Alpay, 2019), to provide assistance during the coding process. For an in-depth description of the motivation behind this classification hierarchy, please see Supplementary Appendix C. While the required information for some of these attributes could easily be inferred directly from each study, other attributes required the first coder to deduce which attributes were applicable.…”
Section: Codingmentioning
confidence: 99%
“…Focusing the coding on elements related to the third category, evaluation (with five classes), allowed for extraction of relevant information required to answer RQ4. After the relevant categories, classes (visible in column C2 in Figure 2) and attributes (visible in column C3 in Figure 2) were decided upon, the classification hierarchy in Figure 2 was constructed, partially based on scientific literature (Bloom et al, 1956;Schreiber and Asnerly-Self, 2011;Motejlek and Alpay, 2019), to provide assistance during the coding process. For an in-depth description of the motivation behind this classification hierarchy, please see Supplementary Appendix C. While the required information for some of these attributes could easily be inferred directly from each study, other attributes required the first coder to deduce which attributes were applicable.…”
Section: Codingmentioning
confidence: 99%
“…Therefore, the research strategy to comprehend the existing research landscape differentiates the term XR into VR, AR, and MR. These terms have already been analyzed in different research projects through taxonomies from a general perspective [47,48], for educational use cases [49], and from a technological perspective [50]. Secondly, the understanding of the term value creation within the context of XR technologies must be shaped.…”
Section: Research Strategymentioning
confidence: 99%
“…In VR training applications, purposes are specific and are typically equipment, machine or process operation based. It is established however, that the development of such training content is challenging (Motejlek & Alpay, 2019). We highlight the development process for content development for improved usability thereby providing a manufacturer-specific business use case for adoption in SwiftWall.…”
Section: Gaps In Researchmentioning
confidence: 99%