Effectiveness of Augmented Reality and Virtual Reality Interventions on Learning Outcomes
A Meta-Analysis in Higher Education
Dados Bibliográficos
| ID | 12818976 |
|---|---|
| Autores | Abhishek Kumar (0009-0009-7093-059X), Jitendranath Gorai (0000-0002-5783-8985) |
| Ano | 2025 |
| Volume | 69 |
| Fascículo | 6 |
| Páginas | 1207-1220 |
| Data de publicação | 2025-06-10 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | TechTrends (JOURNAL) |
| Identificadores do periódico | ISSN: 8756-3894 • E-ISSN: 1559-7075 |
| Editora | Springer Science+Business Media (PUBLISHER • DE) |
| DOI | 10.1007/s11528-025-01106-9 |
| OpenAlex | W4411185628 |
| Idioma | EN |
| Referências citadas | 56 |
Augmented reality · Computer-Assisted Instruction · Educational technology · Human–computer interaction · Mathematics education · Meta-analysis · Multimedia · Psychological intervention · Virtual reality · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Medicine · Psychology · Virtual Reality Applications and Impacts
Education at a Glance 2022
Introduction to Meta‐Analysis
Current status, opportunities and challenges of augmented reality in education
Effects of virtual reality on learning outcomes in K-6 education
Collinearity
How should meta‐regression analyses be undertaken and interpreted?
Augmented reality in science laboratories
Recommendations for examining and interpreting funnel plot asymmetry in meta-analyses of randomised controlled trials
Immersive virtual reality as a pedagogical tool in education
Bias in meta-analysis detected by a simple, graphical test
The PRISMA 2020 statement
Conducting Meta-Analyses in R with the metafor Package
Analyzing augmented reality (AR) and virtual reality (VR) recent development in education
Ten years of augmented reality in education
The impact of instructional support via generative learning strategies on the perception of visual authenticity, learning outcomes, and satisfaction in AR-based learning
Effectiveness of immersive virtual reality using head‐mounted displays on learning performance
Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments
Factors affecting the adoption and use of AVR technology in higher and tertiary education
| Velocidade de citação | historical |
|---|---|
| Altamente citado | Não |