2020New Trends and Issues Proceedings on Humanities and Social SciencesOpen access

Examining the role of virtual reality and augmented reality technologies in education

Bekim Fetaji, Majlinda Fetaji, Özcan Asilkan, Mirlinda Ebibi

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Abstract

In the last decade, applications of virtual reality (VR) and augmented reality (AR) technologies have rapidly increased. Although they are used especially in the game industry, their importance in education has also becoming more evident. As there are not enough academic researches on this field, we aimed to examine the role of VR and AR technologies in education. During the study, the implementation of VR and AR applications in education was analysed as well as impact factors, barriers and levels of knowledge transfer were investigated. We propose an approach to address the various identified issues. This study aims to contribute to the field with the comparison of the results, followed by analyses and recommendations for future work. Keywords: Virtual reality, augmented reality, education, learning models, assessment, flipped learning.

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What this paper is about

In the last decade, applications of virtual reality (VR) and augmented reality (AR) technologies have rapidly increased. Although they are used especially in the game industry, their importance in education has also becoming more evident. As there are not enough academic researches on this field, we aimed to examine the role of VR and AR technologies in education. During the study, the implementation of VR and AR applications in education was analysed as well as impact factors, barriers and levels of knowledge transfer were investigated. We propose an approach to address the various identified issues. This study aims to contribute to the field with the comparison of the results, followed by analyses and recommendations for future work. Keywords: Virtual reality, augmented reality, education, learning models, assessment, flipped learning.

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Available abstract

In the last decade, applications of virtual reality (VR) and augmented reality (AR) technologies have rapidly increased. Although they are used especially in the game industry, their importance in education has also becoming more evident. As there are not enough academic researches on this field, we aimed to examine the role of VR and AR technologies in education. During the study, the implementation of VR and AR applications in education was analysed as well as impact factors, barriers and levels of knowledge transfer were investigated. We propose an approach to address the various identified issues. This study aims to contribute to the field with the comparison of the results, followed by analyses and recommendations for future work. Keywords: Virtual reality, augmented reality, education, learning models, assessment, flipped learning.

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

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