Cited by 206Augmented Reality ApplicationsVirtual Reality Applications and ImpactsEducational Technology in Learning

Augmented reality in education: An overview of twenty-five years of research

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Bacca-Acosta, Jorge, Avila-Garzon, Cecilia, Kinshuk, ​, Duarte, Joan, Betancourt, Juan·2021·Contemporary Educational Technology

Abstract

Research on augmented reality (AR) in education is gaining momentum worldwide. This field has been actively growing over the past decades in terms of the research and development of new technologies. Reviews in the field of AR in education consist of systematic literature reviews and meta-analyses (around 45), surveys (around 33), and only one bibliometric analysis. However, these reviews do not provide a general synthesis of the research published in the field to depict its evolution over the years. This study used the metadata of articles from a 25-year period (1995-2020) to conduct a bibliometric analysis. A total of 3,475 studies were considered. In this study, we used tools such as the Scopus database, the bibliometrix R package, and the VOSviewer analysis tool. The analysis of the literature is based on the metadata, author, content, and citation information extracted from the dataset. In addition, we focus on comparing literature published mainly in journals (articles, articles in press, and reviews) and those published in other sources (conference papers, books, and book chapters). Practitioners could use the results of this study to make decisions about the adoption of AR technologies in education.

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  • The results of existing studies suggest that the integration of gamification, serious games, and augmented reality in educational settings is positively viewed and has the potential to yield positive learning outcomes.

    “the results of existing studies suggest that their integration in educational settings is positively viewed and has the potential to yield positive learning outcomes”

    From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [31]

    The Introduction reports positive learning outcomes from augmented reality in education. The RQ3 section finds growing research interest in combining gamification or game-based learning with AR, but does not establish that the integration of gamification, serious games, and AR is positively viewed or produces positive learning outcomes. Page numbers are not available in our copy. (LLM, conf=0.87)

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Cited by

Sorted by citations

Authors
Bacca-Acosta, J., Avila-Garzon, C., Kinshuk, ​., Duarte, J., & Betancourt, J.
Affiliations
Fundación Universitaria Konrad Lorenz (CO)
Corresponding author
Bacca-Acosta, Jorge
Venue
Contemporary Educational Technology
Published
2021-04-30
Volume
13
Issue
3
Pages
ep302
ISSN
1309-517X (ISSN-L)
OpenAlex
W3161760270
Cited by
206
References
2
Citations by year
2026: 30 · 2025: 52 · 2024: 50 · 2023: 40 · 2022: 30 · 2021: 4
FWCI
10.78
Type
journal article
Language
en
Open access
Locations
Contemporary Educational Technology (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
  • Physical Sciences › Computer Science › Information Systems › Educational Technology in Learning
Keywords
augmented reality, educational technology, research trends, bibliometric analysis, technology adoption in education, research evolution

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