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Theory and Practice of VR/AR in K-12 Science Education—A Systematic Review

Author

Listed:
  • Weiping Zhang

    (School of Education, Hunan University of Science & Technology, Xiangtan 411201, China
    These authors contributed equally to this work.)

  • Zhuo Wang

    (Teachers College, Qingdao University, Qingdao 266070, China
    These authors contributed equally to this work.)

Abstract

Effective teaching of science requires not only a broad spectrum of knowledge, but also the ability to attract students’ attention and stimulate their learning interest. Since the beginning of 21st century, VR/AR have been increasingly used in education to promote student learning and improve their motivation. This paper presents the results of a systematic review of 61 empirical studies that used VR/AR to improve K-12 science teaching or learning. Major findings included that there has been a growing number of research projects on VR/AR integration in K-12 science education, but studies pinpointed the technical affordances rather than the deep integration of AR/VR with science subject content. Also, while inquiry-based learning was most frequently adopted in reviewed studies, students were mainly guided to acquire scientific knowledge, instead of cultivating more advanced cognitive skills, such as critical thinking. Moreover, there were more low-end technologies used than high-end ones, demanding more affordable yet advanced solutions. Finally, the use of theoretical framework was not only diverse but also inconsistent, indicating a need to ground VR/AR-based science instruction upon solid theoretical paradigms that cater to this particular context.

Suggested Citation

  • Weiping Zhang & Zhuo Wang, 2021. "Theory and Practice of VR/AR in K-12 Science Education—A Systematic Review," Sustainability, MDPI, vol. 13(22), pages 1-26, November.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:22:p:12646-:d:680131
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    References listed on IDEAS

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    1. Hao-Chiang Koong Lin & Yu-Hsuan Lin & Tao-Hua Wang & Lun-Ke Su & Yueh-Min Huang, 2021. "Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education," Sustainability, MDPI, vol. 13(6), pages 1-14, March.
    2. Jung-Hua Lo & Yu-Fan Lai & Tzu-Lun Hsu, 2021. "The Study of AR-Based Learning for Natural Science Inquiry Activities in Taiwan’s Elementary School from the Perspective of Sustainable Development," Sustainability, MDPI, vol. 13(11), pages 1-20, June.
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