Augmented Reality and Virtual Reality in Education: Public Perspectives, Sentiments, Attitudes, and Discourses
Open accessAbstract
This study aims to understand the public’s perspectives, sentiments, attitudes, and discourses regarding the adoption, integration, and use of augmented reality and virtual reality in education and in general by analyzing social media data. Due to its nature, Twitter was the selected platform. Over 17 million tweets were retrieved from January 2010 to December 2020 and four datasets were created. Two of them referred to the general use of these technologies and two to their educational use. The data was analyzed using text mining, sentiment analysis (e.g., polarity and emotion detection), and topic modeling methods. TextBlob, Word-Emotion Association Lexicon (EmoLex), Valence Aware Dictionary for Sentiment Reasoning (VADER), and Latent Dirichlet Allocation (LDA) were some of the tools used. Based on the results, the majority of the public were positively disposed toward the general and the educational use of both augmented reality and virtual reality and mostly expressed positive emotions (e.g., anticipation, trust, and joy) when referring to them. In total, 11 topics emerged that were related to education, new technologies, digital and social media use, marketing and advertising, the industrial domain, the health domain, gaming, fitness and exercising, devices, the travel and tourism domain, and software development kits. The educational benefits of augmented reality and virtual reality, their ability to enrich both teaching and learning activities, and their role as effective educational means were evident.
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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 [30]
The Discussion reports that tweets about augmented and virtual reality in education were predominantly positive, and the Introduction says immersive technologies can improve learning outcomes. The paper does not establish those points for the integration of gamification, serious games, and augmented reality together; its gaming-related findings concern a topic in the tweet analysis, not educational outcomes. (LLM, conf=0.87)
Experimental — accuracy not yet measuredThe results validate those of a previous study which demonstrated that the public mostly expresses positive emotions (e.g., anticipation, trust, and joy) and has a positive attitude toward the general and educational use of augmented reality.
“The results also validate those of a previous study that focused on the public perspectives, sentiments, and attitudes regarding the use of augmented reality in education and demonstrated that the public mostly expresses positive emotions”
From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [30]
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VADER: a parsimonious rule-based model for sentiment analysis of social media text
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Cited by
Sorted by citations
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023) · Education Sciences · doi:10.3390/educsci13060618 · Cited by 94 · see citing works
Self-citationLampropoulos, G., Ferdig, R. E., & Kaplan-Rakowski, R. (2023) · doi:10.2139/ssrn.4468181 · Cited by 33 · see citing works
Self-citation
- Authors
- Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G.
- Affiliations
- Department of Information and Electronic Engineering, International Hellenic University, 57400 Thessaloniki, Greece
- International Hellenic University (GR)
- University of Macedonia (GR)
- Venue
- Education Sciences
- Publisher
- MDPI AG
- Published
- 2022-11-10
- Volume
- 12
- Issue
- 11
- Pages
- 798
- ISSN
- 2227-7102 (ISSN-L)
- OpenAlex
- W4308870983
- Cited by
- 119
- References
- 6
- Citations by year
- 2026: 21 · 2025: 39 · 2024: 40 · 2023: 18 · 2022: 1
- FWCI
- 7.73
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Education Sciences (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Hellenic Foundation for Research and Innovation (HFRI) under the 3rd Call for HFRI PhD Fellowships (6454)
- Topics
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Artificial Intelligence › Sentiment Analysis and Opinion Mining
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- augmented reality, virtual reality, educational technology adoption, public attitudes, public sentiment, social media discourse, Twitter, teaching-learning process
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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