Cited by 119Augmented Reality ApplicationsSentiment Analysis and Opinion MiningVirtual Reality Applications and Impacts

Augmented Reality and Virtual Reality in Education: Public Perspectives, Sentiments, Attitudes, and Discourses

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Lampropoulos, Georgios, Keramopoulos, Euclid, Diamantaras, Konstantinos, Evangelidis, Georgios·2022·Education Sciences

Abstract

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)

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  • The 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”

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Cited by

Sorted by citations

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
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

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