Current status, opportunities and challenges of augmented reality in education
By Hsin-Kai Wu, Silvia Wen‐Yu Lee, Hsin‐Yi Chang, Jyh‐Chong Liang. Comput. Educ., 2013
2,232 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Information Systems, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/15441cd3d40df4cc9331d0b3a791dc91f6c41062
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Giuseppe Riva
- Gwo-Jen Hwang
- Carlos Bermejo
- Wei Cheng
- Ali Arya
- Hung-Lin Chi
- Sevda Küçük
- Stephen J. H. Yang
In Information Systems
- Murat Akcay
- Stephen J. H. Yang
- Tosti Hsu-Cheng Chiang
- Gwo-Jen Hwang
- Yüksel Göktaş
- Jaclyn Broadbent
- Ryan Yung
- C. Khoo-Lattimore
In Human-Computer Interaction
- Giuseppe Riva
- Fabrizia Mantovani
- Gwo-Jen Hwang
- Carlos Bermejo
- Rosa María Baños
- Ali Arya
- Cristina Botella
- Sevda Küçük
Citations in the corpus
- Mobile Augmented Reality Survey: From Where We Are to Where We Go (2017, background): “With interactive manipulation, players gain both fun experience and knowledge of exhibits.”
- The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics (2022, methodology): “…be seen as an ideal space for future education, where the conventional 10.3389/fpsyg.2022.1016300 Frontiers in Psychology 15 frontiersin.org pedagogical model will change from static to dynamic represented, and learners are gradually the center of the teaching-learning process (Wu et al., 2013).”
- Augmented reality in informal learning environments: A field experiment in a mathematics exhibition (2014, background): “…technologies for teaching and learning in natural science, medicine, engineering, languages, history, arts, and other subjects and in various learning environments, for example, kindergartens, schools, universities, laboratories, museums, parks, and zoos (Dunleavy & Dede, 2014; Wu et al., 2013).”
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, background): “As noted by several researchers, one of the main advantages of VR is the use of embodied interaction, whereby users feel as if they are strongly connected to their avatars within a virtual environment (Ahn and Bailenson 2011; Dede 2009; Johnson-Glenberg 2018; Pan et al. 2006; Wu et al. 2013).”
- An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities (2014, background): “However, regarding supplementary mobile learning aids, the interaction between digital learning aids and the actual environment needs to be emphasized to enable students to effectively manage and incorporate personal knowledge (Wu, Lee, Chang, & Liang, 2013).”
- A review of using Augmented Reality in Education from 2011 to 2016 (2017, background): “According to these results, AR in education is an emerging topic and the research on AR in education is in the initial phase[5] [6].”