Xtended or Mixed Reality (AR+VR) for Education 2024

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: 1 August 2024 | Viewed by 2080

Special Issue Editors


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Guest Editor
Department of Computer Science, University of Bari, Via Orabona, 4, 70125 Bari, Italy
Interests: human-robot interaction; humanoid robot; man-machine systems; augmented reality; education; online learning; moodle; learning management system; dashboards

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Guest Editor
Department of Mechanics, Mathematics and Management (DMMM), Polytechnic University of Bari, 70126 Bari, Italy
Interests: mixed reality; industrial applications; technical training; user studies
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Special Issue Information

Dear Colleagues,

Educational technologies have shown great impact on learning effectiveness, engagement, and motivation. Experts claim that recent advances in MR, and thus virtual and augmented reality, are candidates for becoming the next generation of educational tools. The advantages are manifold: AR technology makes the acquisition of knowledge and skills and the related visualization at the right place (registration of multimedia content) and time (understanding the specific user needs) possible in real time.

VR at different levels of immersion can provide very flexible educational payload anytime and anywhere, and thus education and learning materials become more accessible. While the gaming industry is providing low-cost and effective devices with quick turnarounds, there are many issues still to be solved. The scientific literature is still not mature and lacks user studies and guidelines in different fields (such as surgery, plane flying, etc.), user age information, and background information.

In this Special Issue, we would like to present methods, experiences, case studies, and experiments which could potentially lead to significant advances in MR reality for learning.

The main topics include but are not limited to:

  • MR for schools, education, and children;
  • MR for impaired, disabilities, rehab;
  • MR virtualization of learning—principles, technologies, tools;
  • Design and implementation of augmented reality learning environments;
  • MR educational guidelines and user studies;
  • Aspects of environmental and augmented reality security and ethics;
  • Science education methods;
  • MR industrial professional training;
  • MR social and technical issues;
  • Augmented healthcare, quality of life, and well-being;
  • Augmented reality for sports training;
  • Augmented reality and serious games;
  • Rehabilitation and assistive augmentation;
  • Augmented intelligence. 

Dr. Veronica Rossano
Dr. Michele Fiorentino
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • augmented reality
  • virtual reality
  • mixed reality
  • educational technology
  • serious games
  • sports training
  • industrial training
  • rehabilitation

Published Papers (1 paper)

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Research

17 pages, 13529 KiB  
Article
Augmented Reality in Primary Education: An Active Learning Approach in Mathematics
by Christina Volioti, Christos Orovas, Theodosios Sapounidis, George Trachanas and Euclid Keramopoulos
Computers 2023, 12(10), 207; https://doi.org/10.3390/computers12100207 - 16 Oct 2023
Cited by 2 | Viewed by 1852
Abstract
Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education by creating an intuitive environment where real and virtual [...] Read more.
Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education by creating an intuitive environment where real and virtual objects interact, thereby facilitating the understanding of complex concepts. Consequently, this research proposes an application, called “Cooking Math”, that utilizes AR to promote active learning in sixth-grade elementary school mathematics. The application comprises various educational games, each presenting a real-life problem, particularly focused on cooking recipes. To evaluate the usability of the proposed AR application, a pilot study was conducted involving three groups: (a) 65 undergraduate philosophy and education students, (b) 74 undergraduate engineering students, and (c) 35 sixth-grade elementary school students. To achieve this, (a) the System Usability Scale (SUS) questionnaire was provided to all participants and (b) semi-structured interviews were organized to gather the participants’ perspectives. The SUS results were quite satisfactory. In addition, the interviews’ outcomes indicated that the elementary students displayed enthusiasm, the philosophy and education students emphasized the pedagogy value of such technology, while the engineering students suggested that further improvements were necessary to enhance the effectiveness of the learning experience. Full article
(This article belongs to the Special Issue Xtended or Mixed Reality (AR+VR) for Education 2024)
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