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ZENODO
Article . 2024
License: CC BY
Data sources: ZENODO
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
ZENODO
Article . 2024
License: CC BY
Data sources: Datacite
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AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) TOOLS FOR FLIPPED LEARNING

Authors: Sivakumar R D, Assistant Professor, Department of Computer Science; Brindha S, Former Assistant Professor of Business Administration;

AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) TOOLS FOR FLIPPED LEARNING

Abstract

Recently the concepts of augmented reality (AR) and virtual reality (VR) became very popular as innovative technologies in learning processes especially in the framework of flipped learning. This paper aims to review the use of AR and VR technologies in the implementation of the flipped learning model that involves taking class content outside the classroom and coming to class to work through examples. AR enables learners to place virtual content on objects in the real world which can be beneficial in the demonstration of certain concepts through the use of virtual reality and models. While CBT places its learners in controlled scenarios for learning based on computer programs, VR predominantly exposes the learners to computer-created settings with actual life experience simulations, which cannot be done in classrooms. Thus, AR and VR in flipped learning environments enable teachers to individualize the learning process and satisfy the needs of learners, increase and facilitate their engagement, as well as enhance knowledge retention among them. This abstract also provides an overview of different software and applications in AR and VR that can enhance flipped learning including science and virtual laboratories, social studies history reconstructed, and language learning environments. In addition, they have discussed about the advantages and disadvantages of implementing the AR and VR in educational field such as technological enhancement, cost aspect, and need for faculty development. The paper concludes by addressing the benefits that can be derived from AR and VR in transformation of education so as to offer students more engaging, unique, and individualized experiences designed to connect theories learnt in class with real-world practices hence improving student learning outcomes as well as preparing them for future changes portraying a technology-driven society today.

Keywords

Augmented Reality, Digital Learning Tools, Interactive Learning, Flipped Learning, Virtual Reality, Educational Technology, Experiential Learning, Personalized Learning

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citations
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green