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Virtual Technologies Trends in Education
Open accessAbstract
Virtual reality captures people’s attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it had poor ergonomics, or implied too much work to create contents. Recent technological innovations, including the rapid adoption of smartphones by society, have facilitated the access to virtual reality and augmented reality of anyone. In addition, several large companies like Apple, Facebook, Samsung, and Magic Leap, among others, have increased their investment to make these technologies to improve their accessibility within the next few years. Educational institutions will benefit from better accessibility to virtual technologies; this will make it possible to teach in virtual environments that are impossible to visualize in physical classrooms, like accessing into virtual laboratories, visualizing machines, industrial plants, or even medical scenarios. The huge possibilities of accessible virtual technologies will make it possible to break the boundaries of formal education.
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Cited by
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103778 · Cited by 3,585
Virtual Reality and Its Applications in Education: Survey
Kamińska, D., Sapiński, T., Wiak, S., Tikk, T., Haamer, R., Avots, E., Helmi, A., Ozcinar, C., & Anbarjafari, G. (2019) · Information · doi:10.3390/info10100318 · Cited by 459
Educational experiences with Generation Z
Hernandez-de-Menendez, M., Escobar Díaz, C. A., & Morales-Menendez, R. (2020) · International Journal on Interactive Design and Manufacturing (IJIDeM) · doi:10.1007/s12008-020-00674-9 · Cited by 273
Lo, C. K., & Hew, K. F. (2019) · Journal of Engineering Education · doi:10.1002/jee.20293 · Cited by 174
Chou, C.-M., Shen, C.-H., Hsiao, H.-C., & Shen, T.-C. (2019) · Educational Psychology · doi:10.1080/01443410.2018.1520201 · Cited by 109
Metadata
- Authors
- Mora, C. E., Martín-Gutiérrez, J., Añorbe-Díaz, B., & González-Marrero, A.
- Venue
- EURASIA Journal of Mathematics, Science and Technology Education
- Publisher
- Modestum Publishing Ltd
- Published
- 2017-01-18
- Volume
- 13
- Issue
- 2
- ISSN
- 1305-8215 (ISSN-L)
- 1305-8223
- OpenAlex
- W2563668988
- Cited by
- 727
- References
- 0
- FWCI
- 30.12
- Type
- journal article
- Language
- en
- Open access
- diamond
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- Mora, C. E., Martín-Gutiérrez, J., Añorbe-Díaz, B., & González-Marrero, A. (2017). Virtual Technologies Trends in Education. EURASIA Journal of Mathematics, Science and Technology Education. https://doi.org/10.12973/eurasia.2017.00626a
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.