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Output

This page will presents all the final output of the English coursework.

Research Paper

1.0 Introduction

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Experience the future of learning where the virtual and real worlds collide! Online education is about more than buzzwords; Augmented Reality (AR) and Virtual Reality (VR) are the keys to engaging, interactive learning. VR enables users to have immersive experience and interact with simulated objects in digital environment by using specialized equipment (Obeidallah et. al, 2023). AR can be viewed as the projection of computer-generated images onto the real world, giving the user a composite vision (Dalim et.al, 2017, as cited in Obeidallah et. al, 2023). In recent years, AR and VR in online education are getting more popular as it provides enhanced learning experiences to both students and teachers. However, this technology is still relatively new and still poses some challenges to its implementation in the classroom. The opposing argument emphasizes the potential drawbacks associated with the lack of experience in implementing these relatively new technologies; this paper will deliberate upon incorporating VR and AR into education is frequently promoted as provides a virtual environment, designs effortlessly and user-friendly, and improves student satisfaction.

2.0 Provide a virtual environment for education

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AR and VR in online education have an opportunity for students to adapt to a virtual environment. Students have the chance to explore more immersive and interactive learning experiences by learning in a virtually constructed environment. AR and VR are given the ability to virtually create any complex teaching scenarios and environments that can be used regularly (Han Ying and Zhang Bo, 2020). Within the realm of AR and VR, this breakthrough in technology enables educators to flawlessly replicate complex teaching scenarios and environments. Educators can engage students in realistic scenarios, and provide a practical, hands-on learning platform by digitally creating these complex environments. According to Hoffman et al (2021), AR and VR are now increasingly used for supporting remote scenarios and the presentation of complex instruction. This immersive method can notably strengthen understanding and memory, offering an energetic and fascinating educational experience.

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Furthermore, students can learn in the virtual environment created by AR and VR that does not need to have much physical space, time, scope, and resource constraints (Joel & Kang Hao, 2022). This allows for greater flexibility in online education as virtual learning provides an inclusive space for diverse students regardless of environment or physical abilities that satisfies their demands. Within this virtual space, a wide range of resources and advanced tools can be accessible easily, which exceeds the traditional classroom setup. Thus, it enhances students’ engagement and adaptability in learning by presenting a unique educational path for every student.

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In addition, the virtual environment constructed by AR and VR also helps to ensure the safety of students when they are doing risky experiments. According to Ekaterina and Jose (2021), AR and VR provide the opportunity to conduct tasks that are not able to be carried out easily in the real world or that can be dangerous, expensive, or cumbersome. Training that is challenging and consists of various complex operations can be conducted constantly without any concerns (Schott et al, 2021). This is because AR and VR have provided a safe simulated environment where complex tasks can be practice and refined repeatedly. By doing so, students are given a valuable opportunity to enhance their skills and master challenging procedures. AR and VR are said to be focused on training and education, exploiting the chances of a risk-reduced repeatable practice environment from an early stage (Koumaditis et al, 2019). The immersive character of AR and VR allows continuous, practical training that can promote skill advancement and mastery without the restrictions found in a traditional training environment. In conclusion, the integration of AR and VR in online education provide students with an immersive, flexible, and safe learning environment that promotes student growth.

3.0 Designed to be effortless and user-friendly

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To ensure a wide adoption and optimize their potential influence on education, VR and AR applications must be well-designed and intuitive to use.

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VR and AR can provide a virtual classroom for students to use, allowing a hassle-free experience. When students do not feel like they are in a classroom, they tend to lose the feeling of learning, thus learning efficiency is reduced by a significant amount. When using web-conferencing systems such as Zoom and Google Meet, most students share the same impression of being too akin to a phone call rather than in a proper lecture. Therefore, it is necessary that students can deal with the physical distance requirement by establishing a sense of “really being” in a class (Chessa et al, 2021). Being able to experience a classroom environment can better help students' growth.

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Additionally, AR and VR can alleviate the distance proposed by long distance learning as most students and lecturers staying at home are not able to have access to equipment related to their course. Equipment such as an industry standard laboratory, electrical tools, heavy machinery, among others. VR and AR applications can serve as a medium to these problems, users can smoothly operate industry standard laboratory equipment and heavy machinery virtually without having to own or be present on site to practice and to achieve results that they require (Knox et al, 2019; Koumaditis et al, 2019). VR and AR can help its users to an easier job by simulating an accurate and precise simulation of their work without the user doing irreversible and irreparable damage.

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Moreover, VR and AR can achieve realistic indoor classroom activities and simulate an accurate outdoor experience. By letting students physically touch ancient artifacts from the olden days, it can help them better understand the historical and cultural aspects of ancient civilisation. One method is to use VR and AR to help students engage in virtual field trips that are culturally and historically educational to them that are otherwise unreachable to the common people. (Gkoumas & Lzzouzi, 2023; Kargas et al, 2023). This technology can not only be used by learners but also by museums for tourists and visitors to facilitate a healthy learning environment.

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Therefore, AR and VR are designed to be user-friendly and effortless for a greater and improved learning environment and experience.

4.0 Enhance learning satisfaction

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AR and VR in online education can enhance student learning satisfaction. To further elaborate, the creation of high-quality content and applications tailored to educational goals is essential for the effective implementation of AR and VR in the learning environment. Consequently, AR and VR offer more opportunities to promote teaching innovation and accommodate students’ fragment learning modes (Yang, 2022). To be more specific, the combination of AR and VR expands educational options for students and teachers. AR and VR, for example, are beneficial to both teachers and students since these technologies support personalised learning by catering to individual learning styles. Students can progress at their own pace, and educators can tailor content to meet the diverse needs of their students. However, teachers can use AR and VR for professional development. Even some can participate in virtual workshops, experiment with new teaching methods, and stay current on educational trends.

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Furthermore, AR and VR transform presentation experience (Al-Ansi et al., 2023; Rau   et. al, 2021). To clarify, the combination of VR and AR allows students and teachers to benefit from the use of AR and VR in education because AR and VR can help in the more intuitive visualisation of complex data. In this collaborative approach, VR enables the creation of immersive data visualizations, allowing users to explore and analyse complex datasets in three dimensions, exceeding the limitations of traditional two-dimensional visualizations. Meanwhile, AR improves educational visualization by superimposing relevant information directly onto textbooks or real-world objects, thereby assisting in the comprehension of complex concepts in subjects such as science or history. This combination enables learners to interact with interactive 3D models in virtual environments while receiving contextual information in the real world, fostering a holistic and enriched educational experience.  According to AlGerafi et. al (2023) stated student will have unprecedented access to engaging content, complex concepts, and virtual world. This is because students will be able to visualize and manipulate complex concepts in three dimensions in VR environments, assisting in the comprehension of abstract and difficult subjects. However, AR adds digital layers to traditional materials, allowing students to grasp complex concepts through interactive and visually enriched content. Thus, AR and VR in education transform learning by breaking down barriers to provide enhanced satisfaction towards learning experiences.

5.0 Lack of Experience in New Technology

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AR and VR have brought improvement upon online education, though many opposers state that students and teachers lack experience in adopting these new technologies. Although most students and teachers recognize AR and VR, it still requires time and proper training to get familiar with AR and VR technologies. Even though AR and VR have been implemented into online education for some time now, these technologies are still rather complex and technical which may be confusing and challenging to both learners and teachers (Dunleavy, 2009, as cited in Alzahrani, 2020). This will affect the effectiveness and efficiency of the learning process if students and teachers spend half of the class time to understand these technologies. The complication of AR and VR applications might also potentially weaken students’ determination to study or learn.

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On conversely, many studies suggest that institutions should provide extensive training sessions or workshops to introduce, guide students and teachers on AR and VR applications for better experience and understanding of these technologies (Alzahrani, 2020; Cook et. al, 2019; Soylu and Lee, 2023). Valuable perceptions and an overview of value of AR and VR through this approach. Students and teachers will be more familiar with AR and VR technologies and are able to perform various complicated tasks or practical works. With sufficient trainings and practices on AR and VR applications, students will be more engaged and motivated in learning as it is far more interesting than traditional education. Moreover, an increasing number of schools are starting to integrate AR and VR into online education as AR and VR became more popular. Thus, students can enjoy immersive experiences which had only occurred in their imaginations previously that improve both students’ academic memory and educational efficiency (Lin et. al, 2022).

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As a result, the lack of experience in AR and VR can be resolved with adequate trainings and practices. It is also apparent that AR and VR still bring numerous benefits to online education especially towards students which lead to improved and enhanced education quality. Furthermore, AR and VR implemented into online education brings new experiences that changes how traditional education works, thus justified enough for students and teachers to adapt towards a newer learning environment.

6.0 Conclusion

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To conclude, AR and VR in online education has presented various advantages such as provide virtual environment for online education, design to be effortless and user-friendly, and improve students’ satisfaction in learning. As technology are getting more advanced, AR and VR can transform future education. This implies that more institutions should implement AR and VR into their education system. This creates countless immersive experience that enables students to enjoy learning in a more interesting way. It also offers more engagement, passions, and creativity for students in their learning journey. Overall, the idea of using technology as an instrument in education should be taken into consideration to explore unlimited potential. Therefore, AR and VR still require more development and advancement to fully integrate it into online education.

Reference List

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Al-Ansi, A. M., Jaboob, M., Garad, A., & Al-Ansi, A. M. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open, 8(1), 100532. https://doi.org/10.1016/j.ssaho.2023.100532 

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AlGerafi, M. A. M., Zhou, Y., Oubibi, M., & Wijaya, T. T. (2023). Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education. Electronics, 12(18), 3953. https://doi.org/10.3390/electronics12183953

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Alzahrani, N. M. (2020). Augmented Reality: A systematic review of its benefits and challenges in e-learning contexts. Applied Sciences, 10(16), 5660. https://doi.org/10.3390/app10165660

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Chessa, M., & Solari, F. (2021). The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platforms. Behaviour & Information Technology, 40(12), 1237– 1249. https://doi.org/10.1080/0144929x.2021.1957017

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Cook, M., Lischer-Katz, Z., Hall, N., Hardesty, J., Johnson, J., McDonald, R., & Carlisle, T. (2019). Challenges and Strategies for Educational Virtual Reality. Information Technology and Libraries, 38(4), 10. https://doi.org/10.6017/ital.v38i4.11075

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E. Prasolova-Førland and J. G. Estrada, (2021). Towards increasing adoption of online VR in higher education. IEEE Conference Publication | IEEE Xplore. https://doi.org/10.1109/CW52790.2021.00036

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Gkoumas, C., & Lzzouzi, L. (2023). Is Immersive Virtual Reality in K-12 Education Ready for Primetime? Challenges, Possibilities, and Considerations. 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 541–544.

https://doi.org/10.1109/vrw58643.2023.00119

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Hoffman S., Jasche F., Ludwig T. (2021). Reflections on a Comparative AR Study.  IEEE Conference Publication | IEEE Xplore. https://doi.org/10.1109/ISMAR-Adjunct54149.2021.00031

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Han, Y., & Bo, Z. (2020). Design of Ideological and Political Teaching Assistant System Based on AR and VR Technology. 2020 International Conference on Computers, Information Processing and Advanced Education (CIPAE 2020), 393–398. https://doi.org/10.1145/3419635.3419699

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Lai, J. W., & Cheong, K. H. (2022). Educational Opportunities and Challenges in Augmented

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Κargas, A., & Loumos, G. (2023). Cultural industry’s strategic development: reaching international audience by using virtual reality and augmented reality technologies. Heritage, 6(6), 4640–4652. https://doi.org/10.3390/heritage6060246

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Knox, J., Chen, I., Huang, J. N., Martinez, R., Udovich, M., Zhao, H., & Knox, M. (2019). Integration of Mixed Reality into an Engineering Laboratory Experience for Online Students. 2019 IEEE Frontiers in Education Conference (FIE), 1–5. https://doi.org/10.1109/fie43999.2019.9028701

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Koumaditis, K., Venckute, S., Jensen, F. S., & Chinello, F. (2019). Immersive Training: Outcomes from Small Scale AR/VR Pilot-Studies. 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 1894–1898. https://doi.org/10.1109/vr44988.2019.9044162

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Lin, H., Wan, S., Gan, W., Chen, J., & Chao, H.-C. (2022). Metaverse in Education: Vision, Opportunities, and Challenges. ArXiv, 6. https://doi.org/10.48550/arXiv.2211.14951

 

Obeidallah, R., Al-Ahmad, A., & Qutishat, D. (2023). Challenges of Extended Reality Technology in Higher Education: A review. International Journal of Emerging Technologies in Learning (Ijet), 18(14), 39–50. https://doi.org/10.3991/ijet.v18i14.39871

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Rau, P.-L. P., Zheng, J., & Guo, Z. (2021). Immersive reading in virtual and augmented reality environment. Information and Learning Sciences, 122(7/8), 464–479. https://www.emerald.com/insight/content/doi/10.1108/ILS-11-2020-0236/full/html

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Schott D., Saalfeld P., Schmidt G., Joeres F., Boedecker C., Huettl F., Lang H., Huber T., Preim B. & Hansen C., (2021). A VR/AR environment for Multi-User Liver Anatomy Education. IEEE Conference Publication | IEEE Xplore. https://doi.org/10.1109/VR50410.2021.00052

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Soylu, M. Y., & Lee, J. (2023). Embracing the VR/AR Era: Are College Students Prepared?. Georgia Tech. https://c21u.gatech.edu/sites/default/files/publication/2023/07/Embracing_the_VR_AR_Era_C21U_2.pdf

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Yang, X. (2022). Research on the application of online teaching information intelligent interaction system based on virtual reality technology. 2022 International Conference on Computers, Information Processing and Advanced Education (CIPAE), 337–340. https://doi.ieeecomputersociety.org/10.1109/CIPAE55637.2022.00076

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