Publication Date
In 2025 | 2 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
British Journal of… | 1 |
Journal of Information… | 1 |
Journal of STEM Education:… | 1 |
Open Education Studies | 1 |
Author
Akan M. Mubarakov | 1 |
Botagoz N. Artymbayeva | 1 |
Eileen McGivney | 1 |
Estapa, Anne | 1 |
Febri Yanti | 1 |
Galiya K. Beisenbayeva | 1 |
Larissa U. Zhadrayeva | 1 |
Lufri Lufri | 1 |
Nadolny, Larysa | 1 |
Yuni Ahda | 1 |
Zoya T. Seylova | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Tests/Questionnaires | 1 |
Education Level
High Schools | 4 |
Secondary Education | 4 |
Grade 10 | 1 |
Audience
Location
Iowa | 1 |
Kazakhstan | 1 |
Massachusetts (Boston) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Febri Yanti; Lufri Lufri; Yuni Ahda – Open Education Studies, 2025
Augmented reality (AR) became increasingly popular in education worldwide as a useful tool for improving student engagement, teamwork, and problem-solving abilities to enhance students' skills in Education 4.0 (E4.0). This research aimed to analyze and highlight several research publications that examined the use of AR to improve the skills of…
Descriptors: Computer Simulation, High School Seniors, Skill Development, Technology Uses in Education
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Galiya K. Beisenbayeva; Akan M. Mubarakov; Zoya T. Seylova; Larissa U. Zhadrayeva; Botagoz N. Artymbayeva – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students' visualization and comprehension of geometric concepts. Background: The study involved developing an AR app named Geometria to enhance geometry education. Methodology: In a specialized boarding school in Kokshetau,…
Descriptors: Foreign Countries, Boarding Schools, Grade 10, High School Students
The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation
Estapa, Anne; Nadolny, Larysa – Journal of STEM Education: Innovations and Research, 2015
The purpose of the study was to assess student achievement and motivation during a high school augmented reality mathematics activity focused on dimensional analysis. Included in this article is a review of the literature on the use of augmented reality in mathematics and the combination of print with augmented reality, also known as interactive…
Descriptors: Mathematics Instruction, Computer Simulation, Computer Uses in Education, High School Students