Litcius/Paper detail

Augmented Reality Application in Classroom: An Immersive Taxonomy

R Kaviyaraj, Uma M

20222022 4th International Conference on Smart Systems and Inventive Technology (ICSSIT)41 citationsDOI

Abstract

Innovating learning technologies and modernizing the education system can improve education. A blend of AR and VR technology improve student learning, motivation, and it also facilitates teamwork and group cooperation. Knowledge gaps and terminologies are mixed in this article on existing taxonomies of augmented reality and virtual reality and present analysis of existing taxonomies. Confusion is likely to arise among educators, researchers, and developers. A methodology for creating a taxonomy of applications related to augmented reality and virtual reality is presented. The taxonomy emphasizes the interaction between the technology that provides the augmented reality and the user's perception of the content. Because in education augmented reality is a relatively new topic and little has also been studied in STEM education, Analyses of augmented reality technologies are performed, which are applicable to teaching course material in the natural and mathematics sciences. In addition, it can accommodate a wide range devices and approaches developed over time to serve a number of purposes. This article illustrates how augmented reality can be used in the mathematical geometry lesson.

Topics & Concepts

Augmented realityVirtual realityMixed realityTaxonomy (biology)Computer scienceConfusionTeamworkHuman–computer interactionImmersion (mathematics)MultimediaMathematicsPsychologyBiologyPolitical sciencePure mathematicsPsychoanalysisBotanyLawAugmented Reality ApplicationsVirtual Reality Applications and ImpactsEducational Games and Gamification