User:Mofeeee/Augmented learning
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Introduction
[edit]A lot of progress has been made in the application of augmented reality (AR) in educational settings, according to recent studies. This relatively new technology has demonstrated plenty of potential in student engagement, individual learning, and STEM education. The integration of AR into educational environments represents one of the most significant technological advances in modern pedagogy, offering new ways to visualize and interact with learning materials.
Impact
[edit]AR technology greatly improves the way we teach STEM through a number of processes, according to recent systematic reviews. Sirakaya and Alsancak Sirakaya (2020) say that AR applications in STEM subjects have demonstrated success in enhancing abstract idea visualization and spatial comprehension. Their research indicates that "AR technology provides unique opportunities for students to interact with virtual objects in real-world contexts, making complex scientific concepts more tangible and understandable."[1] In courses like chemistry and physics, where students may work with molecular structures and see physical processes in three dimensions, this is very clear. When augmented reality (AR) was introduced into STEM classrooms, it increased student performance in a number of ways. Using augmented reality (AR)-enhanced learning tools significantly higher levels of engagement and comprehension compared to traditional teaching methods.
By enabling students to interact with three-dimensional (3D) representations of scientific procedures, augmented reality technology can help make abstract concepts more concrete and approachable. The implementation of AR in laboratory settings has proven especially valuable, allowing students to conduct virtual experiments safely and repeatedly with no resource constraints.
The significance of customized learning experiences has been brought to light by recent advancements in augmented reality educational applications. According to Lampropoulos et al.'s (2022) comprehensive evaluation of 670 studies, gamification components added to AR technology significantly boost student enthusiasm and engagement. Their study shows that "personalized AR experiences create more engaging learning environments, leading to improved knowledge academic performance.[2]" By accommodating different learning styles and speeds, these individualized experiences enable students to advance at their own speed while retaining a high level of motivation and interest in the material.
Current Challenges and Future Opportunities
[edit]Even with augmented reality (AR)'s enormous educational potential, a number of issues still need to be fixed. Koumpouros (2024)[3] points out that while augmented reality (AR) has the potential to revolutionize teaching methods, cost and accessibility concerns are major obstacles to its adoption. The research indicates that "while AR technology offers many opportunities for immersive learning, educational institutions must carefully consider costs of implementation and technical infrastructure requirements.[3]" There are issues with teacher training, technical support, and creating excellent instructional materials that make good use of augmented reality in addition to finance concerns.
Recent studies indicate that there are effective approaches to use augmented reality in the classroom. According to Lampropoulos et al. (2022)[2], for augmented reality (AR) integration to be successful,
- Careful alignment with curriculum objectives
- Proper infrastructure and technological assistance
- Training of teachers and professional growth
- Assessment of learning outcomes on a regular basis
These strategies must be implemented systematically and with full institutional support to ensure successful adoption and sustainable use of augmented reality (AR) technology in educational settings.
Conclusion
[edit]The use of augmented reality (AR) in the classroom signifies a dramatic change in teaching strategies. More interactive and experiential learning opportunities are made possible by augmented reality (AR) technology, which radically alters how students interact with course materials, according to Koumpouros (2024)[3]. As a result of this shift, educators must modify their pedagogical approaches and create fresh approaches to support AR-enhanced learning. This transformation requires a fundamental rethinking of traditional teaching methods and assessment strategies to fully leverage the potential of AR technology in education.
References
[edit]- ^ Sırakaya, Mustafa; Alsancak Sırakaya, Didem (2022-07-04). "Augmented reality in STEM education: a systematic review". Interactive Learning Environments. 30 (8): 1556–1569. doi:10.1080/10494820.2020.1722713. ISSN 1049-4820.
- ^ a b Lampropoulos, Georgios; Keramopoulos, Euclid; Diamantaras, Konstantinos; Evangelidis, Georgios (2022-01-01). "Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies". Applied Sciences. 12 (13): 6809. doi:10.3390/app12136809. ISSN 2076-3417.
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: CS1 maint: unflagged free DOI (link) - ^ a b c Koumpouros, Yiannis (2024-01-09). "Revealing the true potential and prospects of augmented reality in education". Smart Learning Environments. 11 (1): 2. doi:10.1186/s40561-023-00288-0. ISSN 2196-7091.
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: CS1 maint: unflagged free DOI (link)