Cited by 5Augmented Reality ApplicationsVirtual Reality Applications and ImpactsScience Education and Pedagogy

The DOI matches its Crossref record; 18 of the 18 references it cites were found in a registry or an index.

From Users to Creators: Motivations, Implementation, and Impacts of Augmented and Virtual Reality in Science and Engineering Projects in K-12 Education

Eloy, Adelmo, Anna C. M., Queiroz, de Deus Lopes, Roseli, Zuffo, Marcelo Knörich·2022·2022 8th International Conference of the Immersive Learning Research Network (iLRN)

Abstract

Current research on immersive technologies has widely described their application in K-12 settings, with evidence of their goals, approaches, and potential to enhance learning. However, there is a dearth of studies describing those technologies being used as authoring tools by students. This paper investigates how K-12 students apply virtual and augmented reality technologies as tools for designing experiments and solutions for their science and engineering projects. Study 1 analyzed 12 projects presented at a FEBRACE national science fair between 2015 and 2020 and Study 2 investigated, via an online questionnaire, the motivations and challenges from students who worked on those projects. Results include the context in which the projects were developed, motivation for using virtual and augmented reality technologies, fields in which they were applied, and types of software and hardware used. Findings inform how future research can build on those experiences to integrate immersive technologies in K-12 education.

Overview

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Crossref · 10.23919/ilrn55037.2022.9815952

Cites

18 of 18 references verified0 citation errors · 0 not checkable

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Cites

Show all 18 references

Research works printed but not linked: 6

  1. boland, 2021, Are 90% of smartphones ar-ready?
  2. gartenberg, 2021, Meta’s oculus quest 2 has shipped 10 million units according to qualcomm
  3. kitchenham, 2007, Guidelines for Performing Systematic Literature Reviews in Software Engineering
  4. 2022, Anais e publicações
  5. bailenson, 2018, Experience on Demand What Virtual Reality Is How It Works and What It Can Do
  6. 2021, Notas Estatísticas: Censo Escolar 2020, INEP - Ministério da Educação

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Metadata

Authors
Eloy, A., Anna C. M., Q., de Deus Lopes, R., & Zuffo, M. K.
Affiliations
  • Universidade de São Paulo (BR)
  • Stanford University,Lemann Center - Graduate School of Education,Stanford,United States
  • Univerisdade de São Paulo,School of Engineering,Electronic Systems Department,São Paulo,Brazil
Venue
2022 8th International Conference of the Immersive Learning Research Network (iLRN)
Publisher
IEEE
Published
2022-05-30
Pages
1-6
OpenAlex
W4294974921
Cited by
3
References
18
Citations by year
2024: 3
FWCI
0.27
Type
conference paper
Language
en
Open access
closed
Locations
International Conference of the Immersive Learning Research Network (iLRN) (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Education › Science Education and Pedagogy
Keywords
augmented reality, virtual reality, immersive technologies, K-12 education, student motivation, science fairs, engineering design

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