Abstract
AR and VR technologies redefine education, merging virtual and real worlds. AR amplifies real-world views, enabling intuitive interaction with virtual elements via physical interface metaphors. It fosters collaboration, enhancing group projects and remote interactions. The spectrum of XR tools, from customizable to user-friendly platforms, fuels immersive learning. Post-pandemic, integrating AR/VR promises growth, emphasizing user satisfaction and expert guidance. In math education, analyzing strengths and weaknesses unlocks pedagogical innovation. This outlines AR/VR's versatile applications, challenges, and potential in education, shaping future strategies. This underscores the potential of AR and VR in revolutionizing mathematics education, emphasizing the need to analyze their strengths and weaknesses for pedagogical innovation. The chapter presents a comprehensive overview of AR and VR technologies, showcasing their diverse applications, challenges, and opportunities in the realm of education, paving the way for future advancements and informed implementation strategies.
TopIntroduction
A growing number of education scholars are interested in changing the educational system to enhance learning opportunities in this technologically advanced age. Technology advancements in recent years have led to the development and expansion of teaching and learning methodologies. Educators have used several technologies over time, and newer ones are being added as well (Braguez et al., 2023). We are witnessing a rapid rise in the use of visual enhancements to the spaces around us. These enhancements take the form of environments where immersive experiences that are kinesthetic, auditory, and visual thanks to virtual and augmented reality (AR) effectively engage us in a manner that cannot be replicated by any other media (Memarsadeghi & Varshney, 2020). Through computer-generated signals for sight, hearing, and touch (and, in certain situations, smell and taste), virtual reality (VR) fully replicates the sensory environment around us. With augmented reality (AR), computer-generated sensory signals are superimposed over the actual environment, giving users a rich juxtaposition of the virtual and physical worlds at the same time (Memarsadeghi & Varshney, 2020).
Technologies that create or alter reality are widely referred to by terminology like Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (sometimes, misleadingly, shortened as XR) (Rauschnabel et al., 2022). Virtual reality and augmented reality (AR) are both interactive technologies, but AR differs from VR in that it allows the user to work on a patient's teeth and anatomical structures in a 3D environment that is registered using basic imaging techniques. In other words, AR adds virtual elements to the physical world (Fahim et al., 2022). In order to prepare employees for new responsibilities in a safe and efficient manner, the industry is using more and more AR and VR-based training (Daling et al., 2023). The interactions between consumers and brands have been drastically altered by artificial intelligence, augmented reality, and virtual reality. With the use of these technologies, businesses may be able to cater their messages and offerings to the unique requirements and preferences of their target markets (Hussain & Zain Shaikh, 2023). The marketing community has been quite interested in these new technologies as a means of drawing in customers and enhancing their brand experiences (Hussain & Zain Shaikh, 2023). Because of their potential to improve the patient experience, augmented reality (AR) and virtual reality (VR) are quickly taking the dental industry by storm. Although AR and VR technology has proven useful in a variety of scientific domains, their application in dentistry has not yet received enough attention, and traditional dental techniques are still widely used. Recent technological developments have had a profound impact on dental care (Fahim et al., 2022). To improve visitor experiences and make their visits more alluring and pleasurable, a growing variety of tourist destinations, monuments, and augmented reality (AR) and virtual reality (VR) technologies and services are being designed and implemented. Gaining a thorough grasp of AR/VR apps and how they affect user experience is crucial (Wen et al., 2023).
The architecture, engineering, and construction (AEC) business is paying more and more attention to the uses of augmented and virtual reality (AR/VR) technologies thanks to updated equipment and maturing technology. An increasing number of academics are experimenting with AR/VR technologies, particularly in education and training, to give students or learners an immersive, interactive, and visual environment (Tan et al., 2022).
When one think of virtual reality (VR) and augmented reality (AR), the first thought might be filming, gaming or the latest social media activities, such as the recently started development of Metaverse (Knoll & Stieglitz, 2022).
Key Terms in this Chapter
Education: The process of facilitating learning and knowledge acquisition in formal or informal settings, encompassing teaching methods, curriculum development, and educational technologies.
Extended Reality (XR): An umbrella term encompassing AR, VR, and mixed reality (MR), offering a spectrum of immersive technologies that merge real and virtual environments.
Pedagogical Innovation: The development and implementation of novel teaching methods, strategies, or technologies to enhance educational outcomes and adapt to evolving learning needs.
Immersive Learning: Involves interactive and sensory-rich experiences that deeply engage learners, often utilizing AR, VR, or other technologies to create an environment conducive to exploration and understanding.
Collaboration: The act of working together towards shared goals, often involving cooperation, communication, and coordination among individuals or groups to achieve desired outcomes.
Virtual Reality (VR): Creates immersive, computer-generated environments that simulate reality, enabling users to interact and engage with three-dimensional settings, often through headsets or devices.
Technology Integration: The incorporation of technological tools and resources into educational practices to enhance teaching, learning, and student engagement.
Augmented Reality (AR): Integrates digital information and virtual objects into the real-world environment, enhancing users' perception and interaction by overlaying computer-generated elements onto the physical world.