Evaluating Augmented and Virtual Reality in Education: A Report

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Added on  2022/10/31

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This report provides an overview of Augmented Reality (AR) and Virtual Reality (VR) and their applications within the education sector. It analyzes the benefits of AR and VR, such as improved information access, enhanced visualization, and unique user experiences, leading to faster learning and increased self-confidence among learners. The report also explores methodologies, including the use of peer-reviewed sources and 3D replicas to enhance the teaching process. Ethical issues like data breaching, lack of carefulness, and integrity are also discussed. The conclusion emphasizes the growing acceptance of AR and VR technologies in education and their positive impact on modern society. The report also references the assignment brief and related materials for context and further analysis.
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AUGMENTED REALITY
AND VIRTUAL
REALITY
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Augmented Reality
Augmented reality is a type of interactive and reality based display
which deals with the processing of the environmental factor and hence
wise provide a better real life experience.
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Virtual Reality
VR creates an artificial environment that is computer generated.
Main task of VR is to provide manipulate the natural environment and
make it the way it is desired to be
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Benefits of Augmented Reality
Improved Information
Easy Visualization
Unique User Experience
Improve Band Awareness
Competitive Differentiation
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Benefits of Virtual Reality
Less Risk
Realistic cases are considered
Improved Retention
Suitable for different learning
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RESULT
Provides knowledge to the inspired learners
Faster learning can be processed
Self confidence and responsibilities gets enhanced.
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FINDING
Tele robots have been benefitting the informative environment
Perform proper Knowledge management
Use of 3D replicas help in bettering the teaching process
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FINDING
Provides higher authenticity in the data set
Diversity of the services provided by AR and VR has been high
AR and VR has been modernizing the entire education society
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METHODOLOGY
The methodology that is used in the case is secondary in nature.
Usage of peer reviewed internet sources acts as a premium source of
data collection
Usage of URL and blogs are also made in the data collection process.
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ETHICAL ISSUES
Data breaching
Lack of carefulness
Lack of Integrity
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CONCLUSION
AR and VR have been growing as a technology and hence wise
acceptance of the entire project has been very high. The benefits that
have been received are much higher than the issues that are faced in
the process and this is the reason of high acceptance.
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REFERENCES
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality
for education: A systematic review of the literature. Educational Research Review, 20, 1-
11.
Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2015). Mobile augmented reality in vocational
education and training. Procedia Computer Science, 75, 49-58.
Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). A review of using Augmented Reality in
Education from 2011 to 2016. In Innovations in smart learning (pp. 13-18). Springer,
Singapore.
Dalim, C. S. C., Kolivand, H., Kadhim, H., Sunar, M. S., & Billinghurst, M. (2017). Factors
influencing the acceptance of augmented reality in education: A review of the
literature. Journal of Computer Science, 13(11), 581-589.
Freina, L., & Ott, M. (2015, April). A literature review on immersive virtual reality in education:
state of the art and perspectives. In The International Scientific Conference eLearning and
Software for Education (Vol. 1, p. 133). " Carol I" National Defence University.
Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the
emotional value of immersive virtual reality in education. Educational Technology
Research and Development, 66(5), 1141-1164.
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