“…However, most papers primarily address the use of technologies such as e-learning platforms, Web 2.0, and mobile applications (Sarrafzadeh, Hazeri, & Alavi, 2010;Sawant, 2012;Agosto, Copeland & Zach, 2013;Pujar & Bansode, 2014). Less frequently addressed are technologies such as virtual and augmented reality, 3D printing, the Internet of Things, and holograms (Wójcik, 2016a;Wójcik, 2016b).…”