The integration of augmented reality tools in South African schools: Selected preservice teachers’ views

The integration of augmented reality tools in South African schools: Selected preservice teachers’ views 
Corresponding email: [email protected]

A B S T R A C T

This study examines selected pre-service teachers’ views on the application of Augmented Reality (AR) tools in South African schools where they were deployed for School-Based education (SBE). Mixed methods were used to collect quantitative data from 80 purposively selected pre-service teachers. A survey questionnaire with a Likert scale with 5 points was used to gather the quantitative data from the 80 participants. Out of 80 participants, face-to-face interviews with 10 randomly selected pre-service teachers were conducted. The results demonstrated that more than 70% of the 80 pre-service teachers disagreed and strongly disagreed that the teachers had a good awareness of and understanding of AR innovation; were ready to adopt AR tools, were competent with these tools, and that their attitudes towards AR were positive. As these participants indicated that difficulties with implementing AR existed at the schools, more than 60% of them agreed that interventions were desperately needed. The study suggests that the schools collaborate with the Department of Basic Education in South Africa and other key stakeholders to ensure that the 4IR resources, in this case AR are adequately funded to enable all teachers, including student-teachers to effectively incorporate them into their teaching and learning activities whilst on School Based Education (SBE). There is need to engage further research at a large scale to alleviate similar challenges at many other schools, thus closing the digital divide that could be existing between south Africa and other countries.

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Augmented reality as an educational tool in higher education: A literature survey

Konstantinos-Iraklis Kokkinidis, Maria-Theodora Folina
Corresponding email: [email protected]

A B S T R A C T

Augmented Reality (AR) represents a promising technological advancement that this paper explores as a potential new educational tool. The integration of augmented reality applications into mobile devices facilitates interactive learning experiences for users. This integration transforms traditional printed educational materials into dynamic, interactive resources, aiming to enhance learner engagement, motivation, and overall educational outcomes. However, comprehending research trends and decision-making in this rapidly evolving field presents significant challenges. To address these challenges, this paper employs Bibliometrics, a method involving statistical and quantitative analysis of publications. Although augmented reality holds significant potential for higher education, limited studies have focused on its application, and scant attention has been given to bibliometric visualization. To bridge this gap, the paper utilizes VOSViewer, a bibliometric visualization software incorporating advanced machine learning techniques. The objective is to delineate the evolving landscape of augmented reality research from 2002 to the present and identify key research categories. Following an overview of the software’s functionality, artificial intelligence, and machine learning concepts, the study progresses to its practical stage. The research involves the retrieval of publications related to augmented reality from the Scopus bibliographic database, resulting in the identification of 730 relevant publications. After their retrieval, the paper conducts a comprehensive statistical analysis and employs VOSViewer for further processing. The culmination of the study involves the construction of bibliometric maps, visualizing keywords and terms extracted from the titles and abstracts of international scientific journal publications. The analysis of these maps yields valuable insights, observations, and conclusions, contributing to a better understanding of the current state and trends within the augmented reality research landscape. This approach facilitates informed decision-making and provides a foundation for future developments in the educational sector leveraging augmented reality technology conclusions.

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Virtual reality and augmented reality technologies: A closer look

Renas Rajab Asaad
Nawroz University, Kurdistan-Region, Iraq
[email protected]

A B S T R A C T
Virtual Reality (VR) and Augmented Reality (AR) technologies are based on the creation of a completely new scene that cannot be touched by the bare hand but is sensually perceived through a combination of artificial
visual and sound effects. Although the overall goal of these two technologies is similar, the artificial reality that can be created via VR or AR is not the same. VR is a computer-generated simulation of an alternate world or reality, primarily used in 3D movies and video games. Virtual reality creates a simulation that aims to close off the outside world or immerse the viewers, using computers and sensory equipment such as headphones and gloves. The HTC Vive, Samsung Gear VR glasses, and Google cardboard are some of the most popular devices used in VR. Virtual reality applications are not limited to entertainment and games only, but are also used in the field of education and medicine, for example, surgeons plan and train their operations, and it has also been used in the military field to simulate some military exercises under harsh conditions.

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