2021
DOI: 10.25304/rlt.v29.2572
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Use of augmented reality (AR) to aid bioscience education and enrich student experience

Abstract: In recent years, development of new technologies designed to enhance user experience have accelerated, often being used in modern media such as in films and games. Specifically, immersive experiences, such as virtual reality (VR) and augmented reality (AR), have redefined how digital media can be delivered, encouraging us to interact with and explore our environment. Reciprocally, as the power of these technologies has advanced, the associated costs to implement them have decreased, making them more cost-effec… Show more

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Cited by 21 publications
(7 citation statements)
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“…This study also supports previous studies that state that integrating AR in educational environments helps improve students' academic achievement in collaborative learning environments and increases their retention and ability to translate it into other environments [13]- [15]. The analytical results also prove the superiority of the experimental group in general, not only in terms of cognitive but also in terms of student motivation (e.g., [46], [47]), cognitive development [48], student collaboration [49], and their learning experiences [50], [51]. Thus, these results support previous theoretical assumptions that immersive augmented reality technology can improve the quality of education [11], [47].…”
Section: Fig 2 Research Funnel Plotsupporting
confidence: 56%
“…This study also supports previous studies that state that integrating AR in educational environments helps improve students' academic achievement in collaborative learning environments and increases their retention and ability to translate it into other environments [13]- [15]. The analytical results also prove the superiority of the experimental group in general, not only in terms of cognitive but also in terms of student motivation (e.g., [46], [47]), cognitive development [48], student collaboration [49], and their learning experiences [50], [51]. Thus, these results support previous theoretical assumptions that immersive augmented reality technology can improve the quality of education [11], [47].…”
Section: Fig 2 Research Funnel Plotsupporting
confidence: 56%
“…At the same time, Mayhew (2020) points out that the effective use of Mentimeter (in a live setting) is dependent on the skills of the lecturer and her/his ability to encourage participation, respond to answers and manage the noise resulting from the excitement it generates. Studies focusing on similar platforms, such as Padlet and Zapworks, also report positive results: Padlet was received favourably by 100% of dentistry students and 80% of biomedicine students (Mehta et al 2021); Zapworks was seen by 80% of students as helpful in understanding the material covered in lectures (Reeves et al 2021).…”
Section: Source: Adapted From Aksakal (2015)mentioning
confidence: 98%
“…The creation of four AR protein structures to help students visualise key concepts from lectures. Created using Zapworks by exporting crystal structure of proteins from Pymol (Lab Science Resources, 2022; Reeves et al, 2021).…”
Section: Ar/vrmentioning
confidence: 99%