Virtual reality and augmented reality-supported K-12 STEM learning: trends, advantages and challenges

被引:1
|
作者
Jiang, Haozhe [1 ]
Zhu, Deqi [2 ]
Chugh, Ritesh [3 ,4 ]
Turnbull, Darren [3 ,4 ]
Jin, Wu [5 ]
机构
[1] Zhejiang Univ, Coll Educ, Hangzhou, Peoples R China
[2] UCL, UCL Inst Educ, London, England
[3] Cent Queensland Univ, Sch Engn & Technol, CML NET, Biloela, Qld, Australia
[4] Cent Queensland Univ, CREATE Res Ctr, Biloela, Qld, Australia
[5] East China Normal Univ, Sch Psychol & Cognit Sci, Shanghai, Peoples R China
关键词
Virtual reality; Augmented reality; STEM learning; K-12; Schools; Systematic review; ELEMENTARY-SCHOOL STUDENTS; JOURNAL PUBLICATIONS; SCIENCE; TECHNOLOGY; EDUCATION; INQUIRY; CONCEPTIONS; EXPERIENCES; ENGAGEMENT; WORLD;
D O I
10.1007/s10639-024-13210-z
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to 2022 on the basis of the technology-based learning model. Following the PRISMA systematic review method, research methods, research participants, learning devices, learning strategies, advantages and challenges of each article were coded and analyzed. In the last six years (i.e., 2017-2022), the overall number of studies experienced rapid growth. The largest number of articles focused on VR/AR-supported K-12 science learning, followed by mathematics and integrated STEM learning. Smartphone/tablet-based AR was the most widely used technology, while very few studies used dedicated immersive AR devices. Most studies focused on the elementary school stage, while VR/AR-supported STEM learning at senior high schools was underexplored. Studies tended to measure the effectiveness of VR/AR by quantitative methods. Situated learning, task-based learning, and game-based learning were the most widely used learning strategies in VR/AR-supported K-12 STEM learning. The advantages of VR/AR in K-12 STEM learning include a positive impact on individual learners and on learning and teaching processes. In contrast, VR/AR also poses a series of challenges to learners, teachers, and schools. The challenges learners face include distractions, decreased efficiency and effectiveness, diminished inquiry and imagination, operational issues, and discomfort. Teachers encounter difficulties maintaining classroom control, designing activities, acquiring technical competence, and adapting to the new role of facilitating student-centered learning. Schools grapple with high costs, inadequate infrastructure, a lack of private virtual spaces, and privacy concerns. Based on our findings, we propose six research agendas to enrich studies on VR/AR-supported K-12 STEM learning, along with a series of significant implications for practitioners to effectively address the intricate challenges of VR/AR implementation and fully harness its potential.
引用
收藏
页数:37
相关论文
共 50 条
  • [1] Theoretical Foundations of Virtual and Augmented Reality-Supported Learning Analytics
    Christopoulos, Athanasios
    Pellas, Nikolaos
    2020 11TH INTERNATIONAL CONFERENCE ON INFORMATION, INTELLIGENCE, SYSTEMS AND APPLICATIONS (IISA 2020), 2020, : 452 - 455
  • [2] Virtual, augmented and mixed reality in K-12 education: a review of the literature
    Maas, Melanie J.
    Hughes, Janette M.
    TECHNOLOGY PEDAGOGY AND EDUCATION, 2020, 29 (02) : 231 - 249
  • [3] Augmented Reality-Supported Tangible Gamification for Debugging Learning
    Resnyansky, Dmitry
    PROCEEDINGS OF 2020 IEEE INTERNATIONAL CONFERENCE ON TEACHING, ASSESSMENT, AND LEARNING FOR ENGINEERING (IEEE TALE 2020), 2020, : 377 - 383
  • [4] A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies
    Kazanidis, Ioannis
    Pellas, Nikolaos
    Christopoulos, Athanasios
    MULTIMODAL TECHNOLOGIES AND INTERACTION, 2021, 5 (03)
  • [5] QR Code and Augmented Reality-Supported Mobile English Learning System
    Liu, Tsung-Yu
    Tan, Tan-Hsu
    Chu, Yu-Ling
    MOBILE MULTIMEDIA PROCESSING: FUNDAMENTALS, METHODS, AND APPLICATIONS, 2010, 5960 : 37 - +
  • [6] Affective Computing in Augmented Reality, Virtual Reality, and Immersive Learning Environments
    Lampropoulos, Georgios
    Fernandez-Arias, Pablo
    Anton-Sancho, Alvaro
    Vergara, Diego
    ELECTRONICS, 2024, 13 (15)
  • [7] Introducing Reinforcement Learning to K-12 Students with Robots and Augmented Reality
    Zhang, Ziyi
    Lavigne, Kevin
    Church, William
    Sinapov, Jivko
    Rogers, Chris
    ROBOTICS IN EDUCATION, RIE 2023, 2023, 747 : 351 - 365
  • [8] An augmented reality-supported mobile application for diagnosis of heart diseases
    Hemanth, Jude D.
    Kose, Utku
    Deperlioglu, Omer
    de Albuquerque, Victor Hugo C.
    JOURNAL OF SUPERCOMPUTING, 2020, 76 (02): : 1242 - 1267
  • [9] Work-in-Progress-Design and Evaluation of an Augmented and Virtual Reality Flipped-Learning Course for K-12 Educators
    Fragkaki, Maria
    Mystakidis, Stylianos
    Filippousis, Giorgos
    PROCEEDINGS OF 2020 6TH INTERNATIONAL CONFERENCE OF THE IMMERSIVE LEARNING RESEARCH NETWORK (ILRN 2020), 2020, : 275 - 278
  • [10] An augmented reality-supported mobile application for diagnosis of heart diseases
    Jude D. Hemanth
    Utku Kose
    Omer Deperlioglu
    Victor Hugo C. de Albuquerque
    The Journal of Supercomputing, 2020, 76 : 1242 - 1267