CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
Review of Related Literature
An Overview of Twenty-Five Years of Augmented Reality in Education
Augmented reality (AR) enables an interactive experience with the real world
where real-world objects are enhanced with computer-generated perceptual information.
Twenty-five years have passed since the first AR application designed exclusively to be
used in educational settings. Since then, this technology has been successfully
implemented to enrich educational contexts providing learning gains, motivation,
enjoyment, autonomy, among other benefits(Garzón, 2021).
Systematic review and meta-analysis of augmented reality in educational settings
Augmented reality (AR) is an important technology to enhance learning
experiences. Many studies have been conducted to establish the tendencies, affordances
and challenges of this technology in educational settings. However, these studies have
little analyzed important issues such as the special needs of specific users or the impact of
AR on education through the quantitative analysis of the data. The most reported
advantages of AR systems in education are “learning gains” and “motivation.”
Otherwise, it is also important to mention that only one of the AR systems of the studies
includes accessibility features, which represents a setback in terms of social inclusion.
Therefore, given the apparent multiple benefits of using AR systems in educational
settings, stakeholders have great opportunities to develop new and better systems that
benefit all learners. This technology covers a wide range of topics, target groups,
academic levels and more. This could be an indicator that AR is achieving maturity and
has successfully taken root in educational settings(Garzón et al., 2019).
Due to its nature, Twitter was the selected platform. Over 17 million tweets were
retrieved from January 2010 to December 2020 and four datasets were created. Two of
them referred to the general use of these technologies and two to their educational use.
The data was analyzed using text mining, sentiment analysis (e.g., polarity and emotion
detection), and topic modeling methods. TextBlob, Word-Emotion Association Lexicon
(EmoLex), Valence Aware Dictionary for Sentiment Reasoning (VADER), and Latent
Dirichlet Allocation (LDA) were some of the tools used. Based on the results, the
majority of the public were positively disposed toward the general and the educational
use of both augmented reality and virtual reality and mostly expressed positive emotions
(e.g., anticipation, trust, and joy) when referring to them. In total, 11 topics emerged that
were related to education, new technologies, digital and social media use, marketing and
advertising, the industrial domain, the health domain, gaming, fitness and exercising,
devices, the travel and tourism domain, and software development kits. The educational
benefits of augmented reality and virtual reality, their ability to enrich both teaching and
learning activities, and their role as effective educational means were
evident(Lampropoulos et al., 2022b).
Current Challenges and Future Research Directions in Augmented Reality for
Education
The progression and adoption of innovative learning methodologies signify that a
respective part of society is open to new technologies and ideas and thus is advancing.
The latest innovation in teaching is the use of Augmented Reality (AR). Applications
using this technology have been deployed successfully in STEM (Science, Technology,
Engineering, and Mathematics) education for delivering the practical and creative parts of
teaching. Since AR technology already has a large volume of published studies about
education that reports advantages, limitations, effectiveness, and challenges, classifying
these projects will allow for a review of the success in the different educational settings
and discover current challenges and future research areas. Due to COVID-19, the
landscape of technology-enhanced learning has shifted more toward blended learning,
personalized learning spaces and user-centered approach with safety measures(Iqbal et
al., 2022).
How do pedagogical approaches affect the impact of augmented reality on
education? A meta-analysis and research synthesis
Augmented Reality (AR) is gaining popularity in educational processes due to its
recognized efficacy for teaching and learning. Many studies have identified the trends,
advantages, opportunities, challenges, and impact of this technology on education.
However, most of the previous studies failed to analyze the pedagogical approaches,
somehow ignoring that the success of an intervention depends not only on the technical
characteristics of the technology but also on the pedagogical strategies to implement
them(Garzón et al., 2020).
Augmented Reality and Gamification in Education: A Systematic Literature Review
of Research, Applications, and Empirical Studies
Augmented reality and gamification in education can yield several benefits for
students, assist educators, improve the educational process, and facilitate the transition
toward technology-enhanced learning when used in a student-centered manner, following
proper educational approaches and strategies and taking students’ knowledge, interests,
unique characteristics, and personality traits into consideration. Students demonstrated
positive behavioral, attitudinal, and psychological changes and increased engagement,
motivation, active participation, knowledge acquisition, focus, curiosity, interest,
enjoyment, academic performance, and learning outcomes. Teachers also assessed them
positively. Virtual rewards were crucial for improving learning motivation. The need to
develop appropriate validation tools, design techniques, and theories was apparent.
Finally, their potential to create collaborative and personalized learning experiences and
to promote and enhance students’ cognitive and social–emotional development was
evident(Lampropoulos et al., 2022).
Revolutionizing education system with interactive augmented reality for quality
education
Augmented reality would soon impact the modern learning cycle in education.
AR has the ability to alter research location and timing, adding new and additional forms
and methods. Augmented Reality technology’s capabilities will make classes more
interactive and knowledgeable. We all are 3D creatures. Our brain is the most powerful
3D computer technology in the world. All of us have evolved to think and store memory
in 3-dimensions i.e when we look at the information in a flat piece of paper or computer
screen, our brain takes its own time to translate it back to a 2D visual and store it. This is
how our education system is, it started with textbook material and recently educators
have started encouraging the use of smart classes which again shows videos. As a result,
there is no practical exposure that lags us a step behind. This is where a promising
technology of the future called Augmented Reality holds for us. Learners will have a
360-degree view of the real-world entities, interacting with those entities by touching
them which will eventually make them have better insight about the concepts. Hence our
learning curve decreases increasing the brain's productivity. With the development of
smartphones, Augmented Reality is applied to a broader range. Augmented reality can
turn an ordinary classroom into an engaging experience. The aim is to implement an
interactive Augmented Reality Experience using Vuforia, Unity 3D and Blender. The
purpose is to promote situational learning, experimental learning, transformative learning
as the learning theory basis of mobile Augmented Reality(Roopa et al., 2021).
Exploring Users’ Behavioral Intention to Adopt Mobile Augmented Reality in
Education through an Extended Technology Acceptance Model
Digitalization in education is of great importance, especially in era of COVID-19
pandemic. Augmented Reality can help to this direction, bringing a range of benefits in
the field of education. Prior researches reveal that AR enhances the students’ learning
outcomes offering significant pedagogical affordance when it is used in the tutoring of
different domains, such as astronomy, biology, geometry, physics etc. However, the
exploration of the factors associated with the acceptance of the technology of AR in
education, is yet limited(Papakostas et al., 2023).
Review of Related Studies
Augmented Reality in Education: An Overview of Twenty-Five Years of Research
Research on augmented reality (AR) in education is gaining momentum
worldwide. This field has been actively growing over the past decades in terms of the
research and development of new technologies. Reviews in the field of AR in education
consist of systematic literature reviews and meta-analyses (around 45), surveys (around
33), and only one bibliometric analysis. However, these reviews do not provide a general
synthesis of the research published in the field to depict its evolution over the years. This
study used the metadata of articles from a 25-year period (1995-2020) to conduct a
bibliometric analysis. A total of 3,475 studies were considered(Avila-Garzon et al.,
2021).
Determining the trends of using augmented reality in education between 2006-2016
According to the results obtained from the findings, there has been a sudden
increase in the number of publications since 2013 and it reached the highest level in
2016, the most commonly used method is the mixed method and the data collection tool
is questionnaire, most of the studies are carried out in Science, tablets and smartphones
are most used, AR applications address to visual sense mostly and such articles are
published mostly in the Asian continent. It has been determined that the most positive
effect of AR on education is for academic success and learning motivation. It has been
understood that the AR is closely related to disciplines such as human-computer
interaction, robotics and remote laboratory systems. In addition, some suggestions have
been made to researchers and developers based on these research findings(Altinpulluk,
2019).
Augmented Reality in Educational Inclusion. A Systematic Review on the Last
Decade
The number of studies published on AR for educational inclusion between 2013
and 2018 has been maintained at an average of eight per year, with 2015 being the year
when most articles were published, an average of [Link] the field of education sciences is
where most studies have been applied, the least explored are in engineering,
manufacturing and [Link] the advantages reported were the motivation,
interaction and catching the interest of the student with disability, all criteria that help
inclusive [Link] main limitations are small samples (often only a single subject is
included) or the need for internet connectivity, considering this service is deficient or
does not exist for certain populations(Quintero et al., 2019).
The application of augmented reality in elementary school education
The application of Augmented Reality in the education sector has increased, the
novelty of Augmented Reality technology has become a special attraction for stake
holders to improve the quality of education. However, so far there is still a lack of
literature studies that focus on investigating the application of Augmented Reality to
students at the basic education level(Hidayat et al., 2021).
Meta-analyses of effects of augmented reality on educational outcomes over a
decade
Since the outbreak of the pandemic, many students have been forced to receive
education assisted by augmented reality technologies at home. To investigate the effects
of augmented reality technologies on educational outcomes, researchers conducted a
meta-analysis using Stata/MP 14.0. The results suggested that augmented reality-assisted
education significantly improved learner attitudes towards and learning achievements
when compared to non-augmented reality-assisted education. However, the study failed
to identify any significant differences in motivation levels between augmented reality-
assisted and non-augmented reality-assisted educational models. Several potential
reasons were explored to account for this unexpected finding(Yu, 2023).
Enhancing trust in virtual reality systems
Virtual Reality (VR) is a technology that has seen increased usage in the last
decade, both in the entertainment and professional fields. The application of VR systems
is widespread in different sectors, such as industry, healthcare, training and education.
Especially in education, VR has demonstrated clear advantages over other technologies,
and its implementation in learning and teaching is growing. However, for every
technology to be effective and used, users’ trust has to be taken into account. This is true
for VR and for education technologies. Various studies demonstrated that e-learning
systems can be ineffective and even cause higher dropout rates if not trusted by the
user(Salanitri et al., 2020).
Exploring the Potential of Using Augmented Reality and Virtual Reality for STEM
Education
Augmented Reality and Virtual Reality environments are an effective platform to
encourage and attracting the new generation technology to STEM field. Technology
virtualization has been used in a various way in STEM classroom to encourage creatively
and innovation. However, it is also important to take in our consideration that students
learning in this environment can be difficult in many directions(Al-Azawi et al., 2019).