2020Advances in higher education and professional development book seriesRequires access

Virtual Reality, Augmented Reality, and Mixed Reality in Education

Nicoletta Sala

Open publisher page 48 citations

Abstract

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.

About this research paper

What this paper is about

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.

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OpenAlex reports 48 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.

Key concepts: Augmented reality, Mixed reality, Virtual reality, Computer-mediated reality, Artificial reality, Human–computer interaction, Metaverse, Computer science

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