A Systematic Review of Augmented Reality in STEM Education
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This study presents a systematic review of the existing literature on the benefits and challenges faced regarding the use of augmented reality (AR) in Science, Technology, Engineering, and Mathematics (STEM) education. Guided by the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) method, a systematic review of the ScienceDirect database identified 19 related studies. Further investigation of these articles resulted in four themes of AR advantages, namely its contribution to learners, the learning outcomes, the interaction of AR, and other benefits. These four themes further produced a total of 16 sub-themes, while the challenges aspect of AR resulted in 5 sub-themes. The most reported benefit of AR is that it stimulates learning achievement. Some observed that the challenges imposed by AR are concerned with marker detection and usability. Several other problems and advantages of AR usage in STEM education were also discovered, which will be discussed in detail. Additionally, the existing gaps of AR study in the STEM education field were identified, and recommendations are therefore presented for future research.
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AR serious games have been reported as motivating and engaging for children in their learning experience, stimulating positive learning attitude.
“AR serious games have been reported as motivating and engaging for children in their learning experience, stimulating positive learning attitude [31], [32].”
From Extracting Design Guidelines for Augmented Reality Serious Games for Children (2022) · cites this paper as [31]
Section 3.2.1, “Contribution to Learners” (page not provided), reports that AR can increase students’ interest and motivation and foster positive attitudes. Section 3.2.2, “Learning Outcomes” (page not provided), says learners found AR fun and enjoyable. These passages concern AR in STEM education generally; they do not establish the claim specifically for AR serious games or children. (LLM, conf=0.86)
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Sorted by citations
Extracting Design Guidelines for Augmented Reality Serious Games for Children
Li, J., Spek, E. V. D., Hu, J., & Feijs, L. (2022) · IEEE Access · doi:10.1109/access.2022.3184775 · Cited by 29 · see citing works
- Authors
- Ajit, G.
- Affiliations
- Universiti Malaysia Sarawak (MY)
- Corresponding author
- Ajit, Gloria
- ORCID
- Ajit, Gloria
- Venue
- Studies of Applied Economics
- Publisher
- Editorial Universidad de Almeria
- Published
- 2021-10-28
- Volume
- 39
- Issue
- 1
- ISSN
- 1133-3197 (ISSN-L)
- 1697-5731
- OpenAlex
- W3126929323
- Cited by
- 65
- References
- 3
- Citations by year
- 2026: 6 · 2025: 16 · 2024: 20 · 2023: 17 · 2022: 5 · 2021: 1
- FWCI
- 0.66
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Studies of Applied Economics (publishedVersion)
- Unimas Institutional Repository (Universiti Malaysia Sarawak) (acceptedVersion)
- Funders
- Kementerian Pendidikan Malaysia
- Topics
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Social Sciences › Education › STEM Education
- Keywords
- augmented reality, STEM education, learning outcomes, academic performance, marker detection, usability, student engagement
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