Advertisement

Education and Information Technologies

, Volume 24, Issue 2, pp 1089–1114 | Cite as

Determining the trends of using augmented reality in education between 2006-2016

  • Hakan AltinpullukEmail author
Article
  • 674 Downloads

Abstract

This study aims to examine 58 articles, published in 8 educational technology journals under the Social Science Citation Index (SSCI) between 2006 and 2016, containing “augmented reality” in their title and, thereby, to determine the trends of using augmented reality (AR) in education by the content analysis technique. In this period of time, the total number of academic publications containing “augmented reality” in the Web of Science database, in all indices, was determined as 3540, and among these publications, 58 articles with SSCI index were analyzed within the scope of the research. It analyzes the change of articles related to AR by years; the usage of methods and data collection tools; education field, educational advantages, the type of applications used, technologies, assets used, physical environments in which researches were carried out, sensory types that applications address to, countries and continents in which the articles were published, and the keywords in these articles. Findings obtained were visualized with tables and graphics. According to the results obtained from the findings, there has been a sudden increase in the number of publications since 2013 and it reached the highest level in 2016, the most commonly used method is the mixed method and the data collection tool is questionnaire, most of the studies are carried out in Science, tablets and smartphones are most used, AR applications address to visual sense mostly and such articles are published mostly in the Asian continent. It has been determined that the most positive effect of AR on education is for academic success and learning motivation. It has been understood that the AR is closely related to disciplines such as human-computer interaction, robotics and remote laboratory systems. In addition, some suggestions have been made to researchers and developers based on these research findings.

Keywords

Education Augmented reality Trends Content analysis 

Notes

References

  1. AAI. (2015). State of Education in Africa Report 2015, http://www.aaionline.org/wp-content/uploads/2015/09/AAI-SOE-report-2015-final.pdf.
  2. Abdullah, F., Kassim, M. H. B., & Sanusi, A. N. Z. (2017). Go virtual: Exploring augmented reality application in representation of steel architectural construction for the enhancement of architecture education. Advanced Science Letters, 23(2), 804–808.  https://doi.org/10.1166/asl.2017.7449.CrossRefGoogle Scholar
  3. Altınpulluk, H., & Kesim, M. (2015). Geçmişten günümüze artırılmış gerçeklik uygulamalarında gerçekleşen paradigma değişimleri. In Akademik Bilişim 2015. Eskişehir: Anadolu Üniversitesi.Google Scholar
  4. Andersen, D., Popescu, V., Cabrera, M. E., Shanghavi, A., Gomez, G., Marley, S., Mullis, B., & Wachs, J. P. (2016). Medical telementoring using an augmented reality transparent display. Surgery, 159(6), 1646–1653.  https://doi.org/10.1016/j.surg.2015.12.016.CrossRefGoogle Scholar
  5. Arino, J. J., Juan, M. C., Gil-Gómez, J. A., & Mollá, R. (2014). A comparative study using an autostereoscopic display with augmented and virtual reality. Behaviour & Information Technology, 33(6), 646–655.  https://doi.org/10.1080/0144929X.2013.815277.CrossRefGoogle Scholar
  6. Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. Computer Graphics and Applications, 21(6), 34–47.  https://doi.org/10.1109/38.963459.CrossRefGoogle Scholar
  7. Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: A systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133 https://eric.ed.gov/?id=EJ1045535.Google Scholar
  8. Berryman, D. R. (2012). Augmented reality: A review. Medical Reference Services Quarterly, 31(2), 212–218.  https://doi.org/10.1080/02763869.2012.670604.CrossRefGoogle Scholar
  9. Billinghurst, M., & Dunser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56–63.  https://doi.org/10.1109/MC.2012.111.CrossRefGoogle Scholar
  10. Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The MagicBook: A transitional AR interface. Computers & Graphics, 25(5), 745–753.  https://doi.org/10.1016/S0097-8493(01)00117-0.CrossRefGoogle Scholar
  11. Boletsis, C., & McCallum, S. (2013). The table mystery: An augmented reality collaborative game for chemistry education. In In International Conference on Serious Games Development and Applications (pp. 86-95). Berlin, Heidelberg: Springer.  https://doi.org/10.1007/978-3-642-40790-1_9.Google Scholar
  12. Bozkurt, A., Akgun-Ozbek, E., Yilmazel, S., Erdogdu, E., Ucar, H., Guler, E., et al. (2015). Trends in distance education research: A content analysis of journals 2009-2013. The International Review of Research in Open and Distributed Learning, 16(1).  https://doi.org/10.19173/irrodl.v16i1.1953.
  13. Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students' flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29(6), 505–517.  https://doi.org/10.1111/jcal.12008.CrossRefGoogle Scholar
  14. Broll, W., Lindt, I., Herbst, I., Ohlenburg, J., Braun, A. K., & Wetzel, R. (2008). Toward next-gen mobile AR games. IEEE Computer Graphics and Applications, 28(4), 40–48.  https://doi.org/10.1109/MCG.2008.85.CrossRefGoogle Scholar
  15. Cai, S., Wang, X., & Chiang, F. K. (2014). A case study of augmented reality simulation system application in a chemistry course. Computers in Human Behavior, 37(2014), 31–40.  https://doi.org/10.1016/j.chb.2014.04.018.CrossRefGoogle Scholar
  16. Cai, S., Chiang, F. K., Sun, Y., Lin, C., & Lee, J. J. (2016). Applications of augmented reality-based natural interactive learning in magnetic field instruction. Interactive Learning Environments, 25, 1–14.  https://doi.org/10.1080/10494820.2016.1181094.Google Scholar
  17. Capuano, N., Gaeta, A., Guarino, G., Miranda, S., & Tomasiello, S. (2016). Enhancing augmented reality with cognitive and knowledge perspectives: A case study in museum exhibitions. Behaviour & Information Technology, 35(11), 968–979.  https://doi.org/10.1080/0144929X.2016.1208774.CrossRefGoogle Scholar
  18. Cavanagh, S. (1997). Content analysis: Concepts, methods and applications. Nurse Researcher, 4(3), 5–13.  https://doi.org/10.7748/nr.4.3.5.s2.Google Scholar
  19. Chang, G., Morreale, P., & Medicherla, P. (2010). Applications of augmented reality systems in education. In Society for Information Technology & Teacher Education International Conference (pp. 1380–1385). Association for the Advancement of Computing in Education (AACE), https://www.learntechlib.org/p/33549/.
  20. Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185–197.  https://doi.org/10.1016/j.compedu.2013.09.022.CrossRefGoogle Scholar
  21. Chang, R. C., Chung, L. Y., & Huang, Y. M. (2016). Developing an interactive augmented reality system as a complement to plant education and comparing its effectiveness with video learning. Interactive Learning Environments, 24(6), 1245–1264.  https://doi.org/10.1080/10494820.2014.982131.CrossRefGoogle Scholar
  22. Cheng, K. H., & Tsai, C. C. (2013). Affordances of augmented reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 22(4), 449–462.  https://doi.org/10.1007/s10956-012-9405-9.CrossRefGoogle Scholar
  23. Chiu, J. L., DeJaegher, C. J., & Chao, J. (2015). The effects of augmented virtual science laboratories on middle school students' understanding of gas properties. Computers & Education, 85(2015), 59–73.  https://doi.org/10.1016/j.compedu.2015.02.007.CrossRefGoogle Scholar
  24. Choi, H. S. (2014). The conjugation method of augmented reality in museum exhibition. International Journal of Smart Home, 8(1), 217–228.  https://doi.org/10.14257/ijsh.2014.8.1.23.CrossRefGoogle Scholar
  25. Cole, F. L. (1988). Content analysis: Process and application. Clinical Nurse Specialist, 2(1), 53–57 https://journals.lww.com/cns-journal/Abstract/1988/00210/Content_Analysis__Process_and_Application.25.aspx.CrossRefGoogle Scholar
  26. Coovert, M. D., Lee, T., Shindev, I., & Sun, Y. (2014). Spatial augmented reality as a method for a mobile robot to communicate intended movement. Computers in Human Behavior, 34, 241–248.  https://doi.org/10.1016/j.chb.2014.02.001.CrossRefGoogle Scholar
  27. Dahir, A. L. (2017). Africa has too few universities for its fast growing population, Quartz Africa, https://qz.com/africa/878513/university-education-is-still-a-dream-many-in-africa-are-yet-to-attain/.
  28. Dey, A., Billinghurst, M., Lindeman, R. W. & Swan II, J. E. (2016). A systematic review of usability studies in augmented reality between 2005 and 2014. In Mixed and Augmented Reality (ISMAR-Adjunct), 2016 IEEE International Symposium on (pp. 49-50). IEEE,  https://doi.org/10.1109/ISMAR-Adjunct.2016.0036
  29. Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. Handbook of Research on Educational Communications and Technology (pp. 735–745). New York: Springer.  https://doi.org/10.1007/978-1-4614-3185-5_59.Google Scholar
  30. Elo, S., & Kyngäs, H. (2008). The qualitative content analysis process. Journal of Advanced Nursing, 62(1), 107–115.  https://doi.org/10.1111/j.1365-2648.2007.04569.x.CrossRefGoogle Scholar
  31. Estapa, A., & Nadolny, L. (2015). The effect of an augmented reality enhanced mathematics lesson on student achievement and motivation. Journal of STEM Education: Innovations and Research, 16(3), 40 https://www.learntechlib.org/p/151963/article_151963.pdf.Google Scholar
  32. Fonseca, D., Martí, N., Redondo, E., Navarro, I., & Sánchez, A. (2014). Relationship between student profile, tool use, participation, and academic performance with the use of augmented reality technology for visualized architecture models. Computers in Human Behavior, 31, 434–445.  https://doi.org/10.1016/j.chb.2013.03.006.CrossRefGoogle Scholar
  33. Gavish, N., Gutiérrez, T., Webel, S., Rodríguez, J., Peveri, M., Bockholt, U., & Tecchia, F. (2015). Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interactive Learning Environments, 23(6), 778–798.  https://doi.org/10.1080/10494820.2013.815221.CrossRefGoogle Scholar
  34. Göktaş, Y., Küçük, S., Aydemir, M., Telli, E., Arpacık, Ö., Yıldırım, G., & Reisoğlu, İ. (2012). Türkiye’de eğitim teknolojileri araştırmalarındaki eğilimler: 2000-2009 dönemi makalelerinin içerik analizi. Kuram ve Uygulamada Eğitim Bilimleri Dergisi, 12(1), 177–199 http://www.kuyeb.com/pdf/tr/7972cab07d24ffe7f4f650f176b78f8410a.pdf.Google Scholar
  35. Höllerer, T., & Feiner, S. (2004). Mobile augmented reality. Telegeoinformatics: Location-Based Computing and Services. Taylor and Francis Books Ltd., London, UK, 21, http://web.cs.wpi.edu/~gogo/courses/imgd5100_2012f/papers/Hollerer_AR_2004.pdf.
  36. Hou, A. Y. C. (2017). Excellence, research and quality system in Taiwan higher education and challenges for internationalization. Taiwan: Higher Education Evaluation & Accreditation Council, Asia Pacific Quality Network.Google Scholar
  37. Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895–1906.  https://doi.org/10.1080/10494820.2015.1057747.CrossRefGoogle Scholar
  38. Ibáñez, M. B., Di Serio, Á., Villarán, D. & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1–13.  https://doi.org/10.1016/j.compedu.2013.09.004.
  39. Johnson, L., Levine, A., Smith, R., & Stone, S. (2010). The 2010 horizon report. In Austin. Texas: The New Media Consortium.Google Scholar
  40. Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K. (2011). The 2011 horizon report. Austin, Texas: The New Media Consortium.Google Scholar
  41. Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., & Hall, C. (2016). NMC horizon report: 2016 higher education edition. In Austin. Texas: The New Media Consortium.Google Scholar
  42. Karasar, N. (2006). Bilimsel Araştırma Yöntemi. Ankara: Nobel yayın Dağıtım.Google Scholar
  43. Kilinç, H., Firat, M., & Yüzer, T. V. (2017). Trends of video use in distance education: A research synthesis. Pegem Egitim ve Ogretim Dergisi= Pegem Journal of Education and Instruction, 7(1), 55–82.  https://doi.org/10.14527/pegegog.2017.003.Google Scholar
  44. Klopfer, E., & Yoon, S. (2004). Developing games and simulations for today and tomorrow’s tech savvy youth. Tech Trends, 49(3), 33–41 https://link.springer.com/content/pdf/10.1007/BF02763645.pdf.CrossRefGoogle Scholar
  45. Korucu, A. T., Usta, E., & Yavuzarslan, İ. F. (2016). Eğitimde artırılmış gerçeklik teknolojilerinin kullanımı: 2007-2016 döneminde Türkiye’de yapılan araştırmaların içerik analizi. Alan Eğitimi Araştırmaları Dergisi, 2(2), 84–95.Google Scholar
  46. Koutromanos, G., Sofos, A., & Avraamidou, L. (2015). The use of augmented reality games in education: A review of the literature. Educational Media International, 52(4), 253–271.  https://doi.org/10.1080/09523987.2015.1125988.CrossRefGoogle Scholar
  47. Lee, K. (2012). The future of learning and training in augmented reality. In Sight: A Journal of Scholarly Teaching, 7, 31–42 https://eric.ed.gov/?id=EJ980168.Google Scholar
  48. Lin, H. C. K., Chen, M. C., & Chang, C. K. (2015). Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system. Interactive Learning Environments, 23(6), 799–810.  https://doi.org/10.1080/10494820.2013.817435.CrossRefGoogle Scholar
  49. Liu, P. H. E., & Tsai, M. K. (2013). Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1).  https://doi.org/10.1111/j.1467-8535.2012.01302.x.
  50. Lopes, R. M., Fidalgo-Neto, A. A., & Mota, F. B. (2017). Facebook in educational research: A bibliometric analysis. Scientometrics, 111(3), 1591–1621.  https://doi.org/10.1007/s11192-017-2294-1.CrossRefGoogle Scholar
  51. Maqableh, W. F. & Sidhu, M. S. (2010). From boards to augmented reality learning. IEEE Information Retrieval & Knowledge Management (CAMP) (pp. 184–187),  https://doi.org/10.1109/INFRKM.2010.5466920
  52. Martín-Gutiérrez, J., Saorín, J. L., Contero, M., Alcañiz, M., Pérez-López, D. C., & Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77–91.  https://doi.org/10.1016/j.cag.2009.11.003.CrossRefGoogle Scholar
  53. Martín-Gutiérrez, J., Fabiani, P., Benesova, W., Meneses, M. D., & Mora, C. E. (2015). Augmented reality to promote collaborative and autonomous learning in higher education. Computers in Human Behavior, 51(2015), 752–761.  https://doi.org/10.1016/j.chb.2014.11.093.CrossRefGoogle Scholar
  54. Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321–1329 https://search.ieice.org/bin/summary.php?id=e77-d_12_1321.Google Scholar
  55. NGSS Lead States. (2013). Next generation science standards: For states, by states. Washington, DC: The National Academies Press.Google Scholar
  56. Núñez, M., Quirós, R., Núñez, I., Carda, J. B., & Camahort, E. (2008). Collaborative augmented reality for inorganic chemistry education. In J. L. Mauri, A. Zaharim, A. Kolyshkin, M. Hatziprokopiou, A. Lazakidou, & M. Kalogiannakis (Eds.), WSEAS International Conference Proceedings Mathematics and Computers in Science and Engineering (pp. 271–277). Greece: Heraklion.Google Scholar
  57. Pence, H. E. (2010). Smartphones, smart objects, and augmented reality. The Reference Librarian, 52(1–2), 136–145.  https://doi.org/10.1080/02763877.2011.528281.CrossRefGoogle Scholar
  58. Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18(6), 1533–1543.  https://doi.org/10.1007/s00779-013-0747-y.CrossRefGoogle Scholar
  59. Rodriguez-Pardo, C., Hernandez, S., Patricio, M. Á., Berlanga, A. & Molina, J. M. (2015). An augmented reality application for learning anatomy. Bioinspired Computation in Artificial Systems (pp. 359–368). Springer International Publishing,  https://doi.org/10.1007/978-3-319-18833-1_38
  60. Rosengren, K. E. (1981). Advances in Scandinavia content analysis: An introduction. In K. E. Rosengren (Ed.), Advances in content analysis (pp. 9–19). Beverly Hills: Sage.Google Scholar
  61. Saltan, F. & Arslan, Ö. (2017). The use of augmented reality in formal education: A scoping review. Eurasia Journal of Mathematics, Science & Technology Education, 13(2), 503–520.  https://doi.org/10.12973/eurasia.2017.00628a.
  62. Sayed, N. E., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: Augmented reality student card an augmented reality solution for the education field. Computers & Education, 56(4), 1045–1061 https://eric.ed.gov/?id=EJ912542.CrossRefGoogle Scholar
  63. Şimşek, A., Özdamar, N., Uysal, Ö., Kobak, K., Berk, C., Kılıçer, T., & Çiğdem, H. (2009). İkibinli yıllarda Türkiye’deki eğitim teknolojisi araştırmalarında gözlenen eğilimler. Kuram ve Uygulamada Eğitim Bilimleri Dergisi, 9(2), 115–120.Google Scholar
  64. Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59–68.  https://doi.org/10.1016/j.compedu.2014.07.013.CrossRefGoogle Scholar
  65. Statista. (2017). Number of higher education institutions in the United States from 1980 to 2015, https://www.statista.com/statistics/240833/higher-education-institutions-in-the-us-by-type/.
  66. The World Bank. (2018). Education statistics (EdStats), http://datatopics.worldbank.org/education/home.
  67. UNESCO. (2014). Higher education in Asia: Expanding out, expanding up. UNESCO Institute for Statistics, http://uis.unesco.org/sites/default/files/documents/higher-education-in-asia-expanding-out-expanding-up-2014-en.pdf.
  68. Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality technologies, applications and limitations. International Journal of Virtual Reality, 9(2), 1–20.Google Scholar
  69. Wasko, C. (2013). What teachers need to know about augmented reality enhanced learning environments. TechTrends, 57(4), 17–21.  https://doi.org/10.1007/s11528-013-0672-y.CrossRefGoogle Scholar
  70. Wei, X., Weng, D., Liu, Y., & Wang, Y. (2015). Teaching based on augmented reality for a technical creative design course. Computers & Education, 81, 221–234.  https://doi.org/10.1016/j.compedu.2014.10.017.CrossRefGoogle Scholar
  71. Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & Education, 68, 570–585.  https://doi.org/10.1016/j.compedu.2013.02.014.CrossRefGoogle Scholar
  72. Woods, E., Billinghurst, M., Looser, J., Aldridge, G., Brown, D., Garrie, B. & Nelles, C. (2004). Augmenting the science Centre and museum experience. Proceedings of the 2nd international conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (pp. 230–236),  https://doi.org/10.1145/988834.988873.
  73. Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49.  https://doi.org/10.1016/j.compedu.2012.10.024.CrossRefGoogle Scholar
  74. Yilmaz, R. M. (2018). Augmented reality trends in education between 2016 and 2017 years. In N. Mohamudally (Ed.), State of the art virtual reality and augmented reality knowhow (pp. 81–97). London: IntechOpen.  https://doi.org/10.5772/intechopen.74943.Google Scholar
  75. Yuen, S., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1), 119–140.  https://doi.org/10.18785/jetde.0401.10.CrossRefGoogle Scholar

Copyright information

© Springer Science+Business Media, LLC, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Anadolu University Open Education FacultyEskisehirTurkey

Personalised recommendations