2021
DOI: 10.31704/ijocis.2021.005
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How Does the Use of the Augmented Reality Technology in Mathematics Education Affect Learning Processes?: A Systematic Review

Abstract: This study aimed to examine the methodological trends of studies using the Augmented Reality (AR) technology in mathematics education and reveal basic findings obtained from the studies. In this context, a systematic review process was conducted in the Web of Science database and 86 studies obtained as a consequence were reviewed. In this systematic review study, the content analysis method has been used to analyze the data. As a result of analyzing the studies reviewed, it was observed that related studies in… Show more

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Cited by 26 publications
(19 citation statements)
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“…en the actual space is consistent with the 3D model on the plane to generate two fused 3D models. Such a virtual reality scene can be displayed on the display [9][10][11]. Augmented reality technology not only shows the real-world information but also displays the virtual information at the same time, and the two types of information complement and superimpose each other.…”
Section: Fan Internal Results and Detection Algorithmmentioning
confidence: 99%
“…en the actual space is consistent with the 3D model on the plane to generate two fused 3D models. Such a virtual reality scene can be displayed on the display [9][10][11]. Augmented reality technology not only shows the real-world information but also displays the virtual information at the same time, and the two types of information complement and superimpose each other.…”
Section: Fan Internal Results and Detection Algorithmmentioning
confidence: 99%
“…Furthermore, apprehensions regarding potential health issues arising from prolonged usage of AR, such as headaches and eye strain, could contribute to reluctance in embracing AR technologies. Additionally, resistance to AR adoption may stem from perceived financial barriers, as it often entails substantial expenses, necessitates advanced technical competencies, and demands considerable time investment for technology development, as indicated by Palancı and Turan (2021).…”
Section: Discussionmentioning
confidence: 99%
“…Among the twelve indicators in Figure 8, the highest average score is that the VR video interaction method is novel, followed by the audience's strong sense of immersion in the process of using VR video for learning. This also shows the immersive nature of VR video itself [24]. However, there is still room for improvement in terms of feedback effect and user experience, mainly because the VR equipment that can be provided under objective conditions is really limited, and secondly, the network speed and hardware facilities of the environment are also a major factor limiting interactivity.…”
Section: Application Effects Of Ar and Vr In Digitalmentioning
confidence: 97%