Student Acceptance and Attitudes Towards Augmented Reality and Virtual Reality Technologies in Education: A Framework for Enhancing the Learning Experience


Authors : Shatabdi Nannaware; Dr. Poornima Sherawat; Dr.Naresh Babu

Volume/Issue : Volume 9 - 2024, Issue 6 - June


Google Scholar : https://shorturl.at/UpQnE

Scribd : https://tinyurl.com/smwz8j94

DOI : https://doi.org/10.38124/ijisrt/IJISRT24JUN646

Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.


Abstract : Augmented Reality (AR) and Virtual Reality (VR) technologies have rapidly revolutionized learning processes by providing immersive digital experiences, interactive environments, simulations, and interactive opportunities These technologies has gained traction in education, and offers learning opportunities enhanced by technology. They offer a wide range of benefits for students and teachers, making learning fun and engaging. The purpose of this study was to investigate the acceptance and perception of AR and VR technologies among students in education and their potential to enhance their learning experiences. Various theoretical frameworks such as the Unified Theory of Acceptance and Use of Technology (UTAUT) and the Technology Acceptance Model (TAM) are considered to understand the adoption of AR and VR technologies in education. There are quality systems and user input The study aims to address gaps in existing research through an enhanced model that includes user experience variables, specific AR and VR variables, and specific usability factors for university students, especially in business. However, the limitations of the study are acknowledged, as the proposed framework is based solely on a literature review. Further research efforts will focus on establishing the validity and reliability of this theoretical framework through primary data collection and quantitative analysis.

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Augmented Reality (AR) and Virtual Reality (VR) technologies have rapidly revolutionized learning processes by providing immersive digital experiences, interactive environments, simulations, and interactive opportunities These technologies has gained traction in education, and offers learning opportunities enhanced by technology. They offer a wide range of benefits for students and teachers, making learning fun and engaging. The purpose of this study was to investigate the acceptance and perception of AR and VR technologies among students in education and their potential to enhance their learning experiences. Various theoretical frameworks such as the Unified Theory of Acceptance and Use of Technology (UTAUT) and the Technology Acceptance Model (TAM) are considered to understand the adoption of AR and VR technologies in education. There are quality systems and user input The study aims to address gaps in existing research through an enhanced model that includes user experience variables, specific AR and VR variables, and specific usability factors for university students, especially in business. However, the limitations of the study are acknowledged, as the proposed framework is based solely on a literature review. Further research efforts will focus on establishing the validity and reliability of this theoretical framework through primary data collection and quantitative analysis.

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