This paper presents the results of an experimental study of the effects of Virtual Reality & Augmented Reality (VAR) learning environments on students’ academic performance and self-efficacy (SE). In the study, SE was measured across three dimensions, course-specific SE, content-specific SE, and problem-specific SE. VAR simulations were used to teach engineering students about engineering applications, helping learners grasp abstract engineering concepts and gain hands-on experience. Quantitative data on students’ academic performance and SE were collected using Likert questionnaires administered before and after the VAR teaching activities. Focus group discussions were conducted as a qualitative approach to gain an in-depth understanding o...
In this study, which was created with distance education and augmented reality technology, it was ai...
This study explores initial teacher education (ITE) university students’ experiences of work-integra...
poster abstractThe purpose of this project is to test and evaluate the influence of augmented virtua...
Self-efficacy is a person’s judgement in their own abilities and knowledge, and their belief in how ...
In this study, a virtual and augmented reality (VAR) approach was used as a means of active learning...
This study aimed to test the impact of augmented reality (AR) use on student achievement and self-ef...
This study aimed to test the impact of augmented reality (AR) use on student achievement and self-ef...
Engagement increases the success rate of students in higher education. This work aimed to determine ...
This paper reviews a primarily quantitative empirical study involving 109 computing undergraduate st...
Recent studies suggest that the number of students pursuing science, technology, engineering, and ma...
Virtual & Augmented Reality Technology Enhanced Learning (VARTEL) class was developed in NTU by A/P ...
Educational researchers have recognized Augmented Reality (AR) as a technology with great potential ...
Recent studies suggest that the number of students pursuing science, technology, engineering, and ma...
abstract: In this study, the implementation of educational technology and its effect on learning and...
This study explores initial teacher education (ITE) university students’ experiences of work-integra...
In this study, which was created with distance education and augmented reality technology, it was ai...
This study explores initial teacher education (ITE) university students’ experiences of work-integra...
poster abstractThe purpose of this project is to test and evaluate the influence of augmented virtua...
Self-efficacy is a person’s judgement in their own abilities and knowledge, and their belief in how ...
In this study, a virtual and augmented reality (VAR) approach was used as a means of active learning...
This study aimed to test the impact of augmented reality (AR) use on student achievement and self-ef...
This study aimed to test the impact of augmented reality (AR) use on student achievement and self-ef...
Engagement increases the success rate of students in higher education. This work aimed to determine ...
This paper reviews a primarily quantitative empirical study involving 109 computing undergraduate st...
Recent studies suggest that the number of students pursuing science, technology, engineering, and ma...
Virtual & Augmented Reality Technology Enhanced Learning (VARTEL) class was developed in NTU by A/P ...
Educational researchers have recognized Augmented Reality (AR) as a technology with great potential ...
Recent studies suggest that the number of students pursuing science, technology, engineering, and ma...
abstract: In this study, the implementation of educational technology and its effect on learning and...
This study explores initial teacher education (ITE) university students’ experiences of work-integra...
In this study, which was created with distance education and augmented reality technology, it was ai...
This study explores initial teacher education (ITE) university students’ experiences of work-integra...
poster abstractThe purpose of this project is to test and evaluate the influence of augmented virtua...