Augmented Reality For STEM Learning A Systematic Review
Augmented Reality For STEM Learning A Systematic Review
PII: S0360-1315(18)30102-7
DOI: 10.1016/j.compedu.2018.05.002
Reference: CAE 3345
Please cite this article as: Ibáñez Marí.-Blanca. & Delgado-Kloos C., Augmented reality for STEM
learning: A systematic review, Computers & Education (2018), doi: 10.1016/j.compedu.2018.05.002.
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María-Blanca Ibáñez
(Universidad Carlos III de Madrid, Madrid, Spain
[email protected])
Carlos Delgado-Kloos
(Universidad Carlos III de Madrid, Madrid, Spain
[email protected])
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Abstract
This study presents a systematic review of the literature on the use of augmented reality
technology to support science, technology, engineering and mathematics (STEM) learning. It
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synthesizes a set of 28 publications from 2010 to 2017. A qualitative content analysis is used to
investigate the general characteristics of augmented reality applications in STEM education,
the instructional strategies and techniques deployed in the studies reviewed, and the
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evaluation approaches followed in the interventions. This review found that most augmented
reality applications for STEM learning offered exploration or simulation activities. The
applications reviewed offered a number of similar design features based on digital knowledge
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discovery mechanisms to consume information through the interaction with digital elements.
However, few studies provided students with assistance in carrying out learning activities.
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Most of the studies reviewed evaluated the effects of augmented reality technology in
fostering students’ conceptual understanding, followed by those that investigated affective
learning outcomes. A number of suggestions for future research arose from this review.
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Researchers need to design features that allow students to acquire basic competences related
with STEM disciplines, and future applications need to include metacognitive scaffolding and
experimental support for inquiry-based learning activities. Finally, it would be useful to explore
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how augmented reality learning activities can be part of blended instructional strategies such
as the flipped classroom.
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Keywords
Research highlights
Title
Augmented reality for STEM learning: A systematic review
1. Introduction
Augmented reality (AR) is a 3D technology that enhances the user’s sensory perception of the
real world with a contextual layer of information (Azuma, 1997). AR has become a popular
topic in educational research in the last decade (Akçayır & Akçayır, 2017; Bacca, Baldiris,
Fabregat & Graf, 2014). The main determinants of AR acceptance in the educational arena
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include the availability of low-cost handheld devices with innovative features that allow the
deployment of AR-based applications, and the recognition of AR by the New Media
Consortium (www.NMC.org) and the Educause Learning Initiative (www.educause.edu) as one
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of the most promising technologies for both higher and K-12 education. AR’s media
characteristics, namely sensory immersion, navigation and manipulation, seem to work as
promoters of positive emotions while learning, and create more efficient and better learning
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outcomes (Cheng & Tsai, 2013; Wu, Lee, Chang & Liang, 2013). Some researchers have pointed
out that AR has potential educational affordances which are especially useful in the science,
technology, engineering, and mathematics (STEM) fields, including spatial ability, practical
skills, conceptual understanding, and scientific inquiry learning (Bujak, Radu, Catrambone,
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Macintyre, Zheng & Golubski, 2013; Cheng & Tsai, 2012; Dunleavy, Dede & Mitchell, 2009; Wu,
Lee, Chang & Liang, 2013). This study focuses on scientific educational contexts.
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Among the most popular educational contexts of application of AR-technology are the
humanities and arts (Di Serio, Ibáñez & Delgado, 2013; Liu & Tsai, 2013), eHealth (Calle-Bustos,
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Juan, García-García & Abad, 2017), engineering, manufacturing and construction (Henderson &
Feiner, 2011), and science (Kerawalla, Luckin, Seljeflot & Woolard, 2006; Martín-Gutiérrez,
Saorín, Contero, Alcañiz, Pérez-López & Ortega, 2010; Squire & Jan, 2007). Each study provides
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valuable insight into the learning advantages that this technology might provide in its
application field, and some reviews have synthesized the results of previous studies to identify
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broader research trends (Akçayır & Akçayır, 2017; Bacca, Baldiris, Fabregat, & Graf, 2014;
Radu, 2014). However, there are few recent studies providing comprehensive explanations of
the educational effects and implications of AR in the STEM fields (Cheng, & Tsai, 2013). To fill
this gap, this study systematically reviews and synthesizes the relevant literature, and analyzes
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the main tendencies and uses of AR in educational STEM settings together with its advantages
and limitations in terms of providing insights for helpful AR design features and promising
instructional processes to be included in future AR STEM learning environments. Specifically,
the present study poses the following three research questions:
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1. What are the general characteristics and specific design features of AR-based
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2. Related Work
Augmented reality is a 3D technology which merges the physical and digital worlds in real
time. Applications based on this technology rest on three pillars: tools to track information
about real-world objects of interest; hardware and software to process information; and
devices to show the user the digital information integrated into the real environment (Azuma
et al., 2001; Carmigniani et al., 2011). AR technology is often described with reference to its
two predominant modes of tracking information from the physical world. The first is image- or
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maker-based AR, which requires recognition of a marker or specific object to bring up digital
information; the second is location-based AR, which makes use of a device’s GPS to identify
locations at which computer-generated information should be superimposed.
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how AR technology assists students’ learning. Indeed, Radu (2014) presents a meta-review of
26 publications and identifies a list of the positive and negative impacts of educational AR
technology on student learning. Radu concludes that AR is helpful in increasing students’
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motivation, fostering collaboration among students, developing spatial abilities, and improving
performance in physical tasks. Regarding AR’s negative impacts, Radu points out that AR
imposes an extra cognitive load on students and causes usability problems. In a recent study,
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Akçayır and colleagues (2017) present a systematic review of 68 research articles that used AR
in educational settings. They consider factors such as the publication year, learner type, and
technologies in AR, and compile the advantages and challenges of using AR in educational
settings. Their study reports a recent increase in the number of AR studies and concludes that
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AR technology might potentially support learning and teaching when pedagogical issues such
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as “need for more class time, unsuitability in crowded classrooms, instructors’ inadequate
experience with technology“(Akçayır & Akçayır, 2017, pp. 8) and usability problems have been
overcomed. Finally, Bacca and colleagues (2014) present a systematic review that analyzes 32
studies published between 2003 and 2013 in six indexed journals; they analyze uses,
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been used the most. They claim that the main advantages of AR are learning gains, motivation,
interaction, and collaboration, whereas the main limitations of the technology are due to
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usability problems. Unlike the previous articles, Cheng and Tsai (2012) find valuable trends and
potential research directions for AR-related science learning. They review journals from the
Web of Knowledge and Scopus databases from 2004 to 2011, and select 12 articles or studies
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using AR in science learning. They note the AR features, educational context, participants and
affordances in science learning. Based on their findings, they propose that future research
should use mixed methods of investigating learning process and focus more on exploring
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The abovementioned studies offer a synthesis that is crucial to understanding the affordances,
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barriers and trends of AR technology in educational settings. However, most of these reviews
are not specific to STEM fields, or they do not report advances made in recent years.
3. Method
3.1. The manuscript selection process
To find relevant literature sources, seven well-known online research databases were used
which are related to education and technology (ACM Digital Library, ERIC, IEEExplore, ISI Web
of Science, ScienceDirect, Scopus, and Springer), using the query string: “augmented reality”
AND (education OR learning) AND (STEM OR science OR technology OR engineering OR
mathematics). The last search was conducted on 22 August 2017. The search produced 1358
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results from previously-used search terms, including 616 duplicates, which were deleted. Titles
and abstracts were reviewed to determine whether they were suitable for the purposes of the
study. During this examination, a set of inclusion and exclusion criteria were adopted (see
Table 1). Authors developed this criteria list by adapting established criteria used in earlier
reviews (e.g. Akcayir, & Akcayir, 2017; Cheng, &Tsai, 2012; Zydney, & Warner, 2016) and
considering that previous studies (Akcayir & Akcayir, 2017; Zydney & Warner, 2016) already
presented complete reviews before 2010. By reviewing titles and abstracts, the number of
articles was narrowed down to 112. The selected articles then were examined by the first
author to determine whether they were suitable for the purposes of the study. The second
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author independently reviewed approximately 20% of the articles to confirm the reliability of
the coding method. The intercode agreement rate for coding was 96.6%. Disagreements
between the two coders were resolved through discussion and further review of the disputed
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studies. The articles were downloaded and the methods sections reviewed in order to verify
that the articles met the criteria for inclusion in the review. The second author independently
reviewed approximately 20% of the downloaded articles. The intercode agreement was
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initially 97.3%, and this was brought to 100% after discussion. A total of 28 articles met the
criteria for inclusion in the final review.
TABLE 1
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Table 1: Inclusion and exclusion criteria
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3.2. Analysis
The articles that met the inclusion criteria were analyzed using a qualitative content analysis
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method, which is a thematic analysis concentrating on the relationship between content and
context (Elo & Kyngäs, 2008; Hsieh & Shannon, 2005). The authors defined a group of
categories for analysis with their corresponding sub-categories, according to each research
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question. Categories were useful for grouping studies according to their shared characteristics.
During the systematic review process, several sub-categories emerged and others were refined
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in order to reflect the emerging information. Two of the authors of this article manually coded
the studies separately according to their characteristics and classified them according to the
categories and sub-categories defined. In the case of discrepancy, the coders resolved this
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through discussion.
4. Results
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In this section, we present the results of the three research questions, focusing on the themes
of the augmented reality application design, the main approaches followed by instructors
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when using augmented reality to facilitate learning, and the evaluation of the interventions.
Of the 28 studies reviewed from 2010 through 2017, the majority of these studies (24 articles)
were published after 2013. National science standards [National Science Teachers’ Association,
2014] were used to classify the topics covered in the studies into the following areas: physical
sciences (10 articles), mathematics (seven articles), life sciences (seven articles), earth sciences
(three articles), and multidisciplinary (one article). The preferred educational context was the
in-class context (19 articles), followed by out-of-class activities with eight articles. Two of the
in-class interventions took place in laboratories, whereas the out-of-class interventions took
place in a science museum (three), botanical garden (two), in a nature center (one), one in
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school (one), and one at home learning activity. The participants in the studies were mostly
middle school students (12 articles) and higher education students (seven articles). Other
studies focused on elementary students (three articles), primary school students (two articles),
high school students (one articles) technical students (one article), or cut across multiple
school levels (two articles). The number of student participants in the studies ranged from 20
to 874. Most of the studies were carried out with less than 90 participants (21 studies). Other
studies were carried out with a number of participants ranging from 92 to 146 (six studies); the
study of Bursztyn (2017) was carried out with 874 participants. In terms of the duration of
instruction, most of the studies were done in a unique session ranging from seven to 180
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minutes (14 articles), four studies did not give details about the duration of intruction, and 10
articles reported studies that lasted up to 18 weeks. An overview of the research studies is
provided in Table 2.
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TABLE 2
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4.2. General characteristics of AR applications
This section addresses the first research question. Twety-eight different augmented reality
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applications were tested by researchers. Table 3 shows an overview of these applications in
terms of building tools, type of application, and augmented reality features included.
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4.2.1. Building tools
Regarding the building tools used in the 28 studies reviewed, most of these were self-
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developed native applications which used self-programmed device sensors (11 studies). Eight
studies used augmented reality development tools: Vuforia (five studies), Metaio (one study),
Layar (one study) and Aurasma (one study). Finally, eight studies did not specify the building
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The review of the literature highlights three categories of educative applications: (a)
exploration applications (13 applications) which in turn were divided into augmented books
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(two applications), augmented marks (seven studies), and the use of a point of interest to
trigger digital information (four studies); (b) simulation tools (12 applications); and (c) games
(two applications).
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4.2.2 AR features
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In 71.4% of the interventions, image-base AR technology was used, whereas 25% were
location-based. One of the studies did not specify the AR feature used. The applications used a
great variety of digital information to augment the real world. More than half of the
applications reviewed used at least two types of digital information, eight applications used
three different digital elements, four applications used two elements, and three applications
used four elements. The rest of the applications (35.7%) used only one type of digital element.
Regarding the type of digital element used by the applications, 46.4% of the studies reviewed
used text, nearly half of them (42.8%) used 2D images, a nearly a third of the applications
(32.1%) used animations, and 3D objects and videos were used in 28.5% of the applications.
There were also applications that provided audio information (10.7%), and applications that
connected the real world with the World Wide Web (7.1%).
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TABLE 3
According to Akdeniz (2016), instruction can be defined as the whole process applied for
learning to occur and for the development of the target behavior that learners are expected to
show. The process should be carried out in a stimulating learning environment where students
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carry out activities that will facilitate learning and help develop behavior appropriate for the
gains students are supposed to make (Clark & Starr, 1968; Moore, 2007). The approaches
followed by teachers to achieve the fundamental aims of instruction are called instructional
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strategies (Akdeniz, 2016), and the rules, procedures, tools and skills used to deploy the
instructional strategies are called instructional techniques (Günduz, 2016).
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This section addresses the second research question. It presents the instructional strategies
and techniques used in the studies reviewed. For each feature described below, one or two
examples of applications are given to illustrate how the feature has been used in the AR-based
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applications. An overview of these design features is provided in Table 4.
(Akdeniz, 2016). Following this latest approach, the 28 studies reviewed can be grouped into
three categories: instruction through presentation; instruction through discovery; and
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cooperative learning.
Eight of the applications reviewed provide students with general ideas about a subject; then,
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these ideas are progressively differentiated in terms of details and specificity following a
presentation instructional strategy as defined by Akdeniz (2016). Applications such as the one
presented by Gopalan (2014) are augmented books. In these augmented books, students can
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select the appropriate viewpoint for the 3D virtual models appearing out of the book pages
(Billinghurst, Kato & Poupyrev, 2001). Liou and colleagues (2016) present a more active
approach which takes into account the interactive characteristics of the technology. Their
application allows students to explore basic materials knowledge by providing three-
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dimensional interactive animations. When students touch the interactive models on the
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handheld device, more detail information about the model appears as well as interactive
animations and videos.
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et al. (2014) present an in-class interactive AR application which is representative of the
second family of studies. This AR application follows Bruner’s (1961) guidelines for providing
effective instruction by allowing students to infer knowledge through their interaction with 3D
digital objects representing circuit elements, presenting relevant content in a structured way,
and giving immediate feedback (Ibáñez et al., 2014). Finally, a third family of applications uses
discovery instructional strategy in a blended learning environment where (1) the AR
application provides the information and/or data for measurement and (2) in-class activities
promote hypothesis formation, data analysis, and reflection (Kamarainen, Metcalf, Grotzer,
Browne, Mazzuca, Tutwiler & Dede, 2013).
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Finally, seven studies were guided by a cooperative/collaborative instructional process. These
studies used blended learning environments where the AR learning tool was used individually,
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and the collaboration was carried out in the real world. For example, in a study carried out by
Cascales-Martínez et al. (2017) students did individual activities using an AR tool while
collaborate in the real world to solve mathematical problems (Cascales-Martínez, Martínez-
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Segura, Pérez-López & Contero, 2017).
Although all the 28 studies reviewed consider the characteristics of the learners such as age,
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duration of the intervention and physical learning environment, only one third of the studies
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consider specific characteristics of learners to select teaching techniques or discriminant
factors affecting learning outcomes.
When dealing with low- and high-achieving learners, AR technology has proved sometimes
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useful in improving learners’ cognitive outcomes. For instance, Lin and colleagues (2015) found
that students with average and low academic achievement exhibit small and medium levels of
learning effectiveness, while students with high academic achievement do not benefit from
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the use of AR technology. The former knowledge of learners also seems to have a cause-and-
effect relationship on students’ behavior during the teaching-learning process, and it was used
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in (Ibáñez, Di Serio, Villarán & Delgado, 2016) to guide students towards more effective
instruction. However, in AR-based learning environments, the relationship between learner
characteristics such as gender or learning style and learning outcomes has not yet been
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established.
Finally, Cascales-Martínez et al. (2017) carried out a study with students with special
educational needs in a real educational setting. The instructional content focused on
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understanding and managing money, coins, and banknotes. The results of the study showed a
significant increase in the level of knowledge and motivation in students with learning
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disabilities, learning disorders not otherwise specified, and attention deficit hyperactivity
disorder.
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necessary for a study to be considered as using inquiry-based learning. This required the use of
an AR-based tool providing at least one of the operations of science inquiry, namely generating
hyphotheses, designing comparisons, collecting observations, analyzing data, and constructing
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interpretations (Quintana, Reiser, Davis, Krajcik, Fretz, Duncan, Kyza, Edelson & Soloway,
2004). Studies that used elements of game mechanics were classified in the category of games.
There were also studies that used a dramatization technique known as role-play, where
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students are asked to behave in fictional situations as the character they represent. Finally,
studies were considered to use a concept-map instructional technique when the AR-based tool
allowed the tagging and connection of concepts related to the instruction.
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The instructional learning technique most often deployed was observation (14 studies). Six of
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these 14 studies deployed structured observation, whereas eight of them allowed students
free observation of the contents. Structured observation was used in studies supported by
augmented books (Martín-Gutiérrez, Saorín, Contero, Alcañiz, Pérez-López & Ortega, 2010), by
digital resources via mobile devices (Estapa & Nadolny, 2015), or by a set of augmented reality
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learning activities organized as a learning flow (Ibáñez, Di Serio, Villarán & Delgado, 2014). Free
observations allowed students to choose both the content and the order in which to explore it,
and were deployed through AR-based simulators (Tarng, Lin, Lin & Ou, 2016) or through AR
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learning tools based on marker images that simply served as triggers for AR content (Liou,
Bhagat & Chang, 2016).
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The second instructional technique most often used in the studies reviewed was inquiry (10
studies). One of these studies documents how the narrative structure of a board game, the
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physical floor materials, a student’s first-person embodied experiences, the third-person live
camera feed, and the augmented-reality symbols become integrated in a inquiry learning
activity (Enyedy, Danish & DeLiema, 2015). Laboratories and museums were used in four
studies as community spaces to gain expertise about STEM topics using augmented reality
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technology. Two of these studies reporting interventions carried out in laboratories were
augmented reality tools supporting inquiry activities in real laboratory settings (Akçayır,
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Akçayır, Pektaş & Ocak, 2016; Frank & Kapila, 2017), and two further studies reported the use
of AR-based simulators in science museums (Salmi, Thuneberg & Vainikainen, 2017; Yoon,
Anderson, Lin & Elinich, 2017). Five studies used AR-based simulators to deploy the inquiry
instructional technique. The use of computer simulations in inquiry-based learning has been
found to be ineffective in improving learning processes and outcomes (Kirschner, Sweller &
Clark, 2006; Settlage, 2007). Consequently, some researchers have studied the difficulties that
learners might encounter in the discovery learning process (Rutten, Van Joolingen, & Van der
Veen, 2012) and have proposed scaffolding to overcome these difficulties. Despite this, only
one of the studies reviewed included scaffolding to support inquiry-based learning (Ibáñez, Di-
Serio, Villarán & Delgado, 2016).
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Game formats were used as instructional techniques in two studies. One of these studies
deployed a virtual environment with outdoor activities that took advantage of the benefits of
games providing immersion-in-context, rewards for correctness, and immediate feedback in
response to student interaction (Bursztyn, Walker, Shelton & Pederson, 2017). The other study
presented an alternative reality game where students were asked to solve mathematical
problems using virtual money (Cascales-Martínez, Martínez-Segura, Pérez-López & Contero,
2017).
One study used role-play combined with inquiry as an instructional technique in the context of
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field trip learning. Role-play is a well-known and commonly used drama technique in education
as an instructional technique (Gündüz, 2016). The study reports how augmented reality helped
students to discover relevant information according to their specific role in an out-of-class
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activity (Kamarainen, Metcalf, Grotzer, Browne, Mazzuca, Tutwiler & Dede, 2013).
In one study (Chen, Chou & Huang, 2016), concept maps were integrated into AR learning to
develop a learning system for an elementary school science course. The system was developed
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to help students explore and organize what they learned in the course. The AR-based learning
tool allowed students to establish the structure of course knowledge by drawing digital links
connecting real images representing the main concepts to be studied.
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TABLE 4
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Table 4: Instructional processes followed in the reviewed articles
This section addresses the third research question. It presents the research purposes,
methods, and outcomes used in the studies reviewed (see Table 5).
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Four research purposes emerged from the studies reviewed. Evaluating the effects of AR
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learning was the main focus of 25 studies; investigating the affective domain during AR
learning was a goal in 15 studies; evaluating the influence of learner characteristics in the AR
learning process was the purpose of four studies, and assessing the impact of designing an AR
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system for AR learning was within the scope of five studies (see Fig. 1 and Table 5).
More than two thirds of the studies (67.8%) had more than one research purpose, and one of
them (Cascales-Martínez, Martínez-Segura, Pérez-López & Contero, 2017) had three different
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purposes. More than half of the studies (53.5%) investigated the effects of AR learning and the
affective domain during AR learning. Evaluating the effects of AR learning was the sole
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FIGURE 1
Figure 1. Research purpose frequency
Among the 28 analyzed proposals (see Table 4) there were quantitative studies (13),
qualitative studies (five) and mixed-method studies (10).
Quantitative studies were most often employed (46.4%) and these were divided into eight
quasi-experimental studies and five experimental design studies.
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The qualitative studies included three content analysis studies which interpreted recorded
material to understand knowledge construction by learners in collaborative AR-based inquiry
learning environments (Chiang et al., 2014; Wang et al., 2014), and to gain insights about the
benefits of personalizing of learning in AR learning environments to help focus students’
attention (Ibáñez et al., 2016). The other two qualitative studies presented an interpretative
study and an ethnography study, respectively. The interpretative study examined the potential
of AR as a distributed learning interface for learning and warned about the risks of over-
distribution with respect to usability (Cuendet et al., 2013) whereas Enyedy et al. (2015)
documented a case study and traced how the narrative structure of a board game, the
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student’s first-person embodied experiences, and the augmented-reality symbols became
integrated into scientific inquiry activities.
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More than a third of the studies reviewed (35.7%) combined quantitative and qualitative
research methods for a better understanding of the learning process. Three different
combinations of quantitative and qualitative studies were found. The first type of combination
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was used in five studies, a representative example of which is the work presented by Yoon and
colleagues (2017) who combined a quasi-experimental method with interpretation. Although
the quasi-experimental part of their study showed that students in the AR condition showed
greater knowledge gains when compared with students in the non-AR condition, the
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qualitative part of their study showed that AR capabilities enabled the visualization of typically
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invisible causal mechanisms that underlie complex phenomena, and played an important role
in the knowledge acquisition of the experimental group. The second type of mixed methods
(four studies) combined experimental design with interpretation. For instance, Huang et al.
(2016) presented quantitative results that suggested that an AR location-based intervention
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prove that an experimental group using an AR learning tool gained more knowledge about the
life cycle of trees than a control group, and combined this quasi-experimental study with an
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This section focuses on measures of student outcomes. Eighteen studies examined possible
effects of using AR-based learning environments on learners’ emotions while the remaining
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studies did not included any assessment of emotional states. Motivation was the emotional
state that appeared in most studies (seven in total), followed by attitude, enjoyment and
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engagement, which appeared in five, four and four studies respectively. Other emotional
states considered were satisfaction, immersion, flow, and interest (see Fig. 2).
FIGURE 2
The 28 studies reviewed were classified into two broad categories according to the type of
cognitive outcomes measured: lower-level cognitive outcomes and higher-level cognitive
outcomes. The first category included works dealing with simpler cognitive processes stated on
the revised Bloom’s taxonomy (Anderson, L.W., & Krathwohl, D.R., 2001): remember, and
understand. The second category included works dealing with more complex cognitive
processes of the aforementioned taxonomy implying create, apply, analyze, and evaluate.
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The most common cognitive outcome measured was the ability to remember information (18
studies). These studies typically used a pre/posttest format, with multiple-choice or short-
answer questions to assess retention of the presented material in much the same form in
which it was presented. One of these studies also assessed long-term retention (Cai et al.,
2017) by administering a delayed posttest one week after the instructional period concluded.
For three of the 18 studies mentioned above, augmented reality learning affordance related to
the acquisition of enhancing spatial skills was key to the understanding of scientific
phenomena (Cuendet et al., 2013; Lin et al., 2015; Martín-Gutiérrez et al., 2010). Three studies
measured learners’ understanding of STEM topics, through the construction of concept maps
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(Chen et al., 2016); pre- and posttests aiming to assess learners’ understanding of lunar
concepts after observing lunar phases over a month (Tarng et al., 2016); and pre- and posttests
to assess tasks related to the training of spatial skills (Cuendet et al., 2013).
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Six studies measured high-level cognitive outcomes related to students’ effectiveness in
applying procedures to solve STEM problems, analyze their results and self-evaluate their
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progress. In (Cascales et al., 2016), students with special needs were able to solve
mathematical problems by interacting with an AR-based learning tool and with their peers.
Their learning gains were measured through pre- and posttests that assessed whether they
could solve a set of mathematical problems by applying their knowledge. In (Chen et al., 2015)
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students carried out a self-evaluation of their learning achievements in terms of solving
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problems related to earth science phenomena involving day, night, and seasons. Ibáñez and
colleagues (2014) used pre- and posttests to measure students’ learning effectiveness in a
problem-solving activity in physics, using a marker-based electromagnetic laboratory. Chiang
and colleages (2014) analyzed how students created knowledge, in their work students’
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activities were recorded and then analyzed to study the knowledge construction phases during
an inquiry-based learning activity related to an ecological learning situation. In (Enyedy et al.,
2015), students worked in a blended learning environment, trying to conceptualize a physics
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phenomenon. The learning effectiveness of the activity was documented using recordings of
students’ answers to open-ended questions on the subject. Wang and colleagues (2014)
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analyzed students’ behavior in an inquiry-based learning activity, using video recordings of the
intervention. Their results showed high frequencies for high-level inquiry behaviors, such as
interpreting experimental data or drawing conclusions in an AR simulation system and a
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traditional 2D simulation system. However, the AR simulation system engaged the students
more thoroughly in the inquiry process.
Only seven studies reported problems with augmented reality technologies that might affect
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the effectiveness of learning activities (see Table 5). A problem reported in three of the studies
reviewed was that students need to be trained in the use of augmented reality technology
before using it in learning activities. Another study goes further, suggesting that the training be
extended to instructors in order to expand the use of this technology in current courses. The
most frequent complaints in studies including usability measurement were the system did not
provide immediate feedback (two studies), the system was slow, or the interface was not
intuitive. A more serious concern arose from instructors who reported student distraction,
probably caused by the novelty effect (Frank et al., 2017; Ibáñez et al., 2016; Kamarainen et al.,
2013).
TABLE 5
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Table 5. Research purposes, methods, and outcomes
5. Discussion
5.1. Design of augmented reality applications
The results show that the reviewed AR-based learning applications for STEM are evenly
distributed among physics, mathematics and life sciences topics. Most of the interventions
related to life sciences topics took place in out-of-class settings using location-based AR-
features, whereas physics and mathematics interventions usually were made in-class using
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marker-based or image-based location AR features. Moreover, life sciences topics were mostly
deployed using AR-based exploration tools, with inquiry learning activities orchestrated by
teachers, while physics and mathematics interventions were generally devoted to exploration
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or simulation, with an emphasis on the understanding of STEM phenomena. It would be
interesting to see more studies on the use of in-class AR technology incorporating scientific
inquiry orchestrated by teachers and supported more actively for the AR learning tools.
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It worth noting that assets were used differently in life sciences topics than in physics or
mathematics. In the first case, assets provided factual knowledge or helped students to
become immersed in the educational context by superimposing digital elements related to the
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narrative of the lesson. In the second case, assets either allowed the student to see invisible
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phenomena or helped students to visualize 3D concrete or abstract objects. Therefore, assets
were mainly used to increase students’ visual perception, and some studies also included
tangible objects (Cuendet et al., 2013; Ibáñez et al., 2014). This is reasonable since students
are more likely to have stronger visual and read-write learning styles (Drago & Wagner, 2004).
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However, it would be interesting to use audio assets, for instance, to achieve a higher
immersion in the learning context.
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retained over time or by students familiar with the use of AR technology. It seems advisable to
shift to instructional strategies where students play a more active role in the teaching/learning
process, taking advantage of the potential learning affordances of this emergent technology.
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Augmented reality has also driven instructional constructivist strategies where students have
the freedom to discover information through interaction, thus potentially promoting the self-
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construction of knowledge. However, more research is still needed in this area. In particular, it
is necessary to determine how AR-based tools can be designed to help students to construct
knowledge (Zydney & Warner, 2016) and to find instruments to measure whether students are
indeed building knowledge. On the other hand, researchers have reported learning problems
for some students when they have the freedom to discover information using AR technology in
STEM fields (Dunleavy, Dede & Mitchell, 2009; Ibáñez, Di-Serio, Villarán-Molina & Delgado-
Kloos, 2015). Therefore, it is necessary to find effective scaffolding mechanisms to help
students in the discovery process as well as in inquiry activities for scientific methods (Rutten,
Van Joolingen & Van der Veen, 2012).
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Some studies used AR technology to support collaborative instructional processes by providing
knowledge-sharing features and the use of differentiated roles (Kamarainen et al., 2013).
Knowledge-sharing features included the sharing of pre-established text, images, 3D objects
and animations (Chen et al., 2015), and the possibility of adding new text and images to the AR
collaborative application (Chiang et al., 2014; Zimmerman et al., 2016). These can be
considered as initial attempts to use AR technology to facilitate collaborative instructional
processes. There is room for further improvement, as collaborative learning can be defined in
terms of procedural elements including group interaction, interdependency amongst group
members and individual accountability (Cuseo, 1992; Vassileva, 2008), which have not been
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considered in the studies reviewed.
The number of different instructional techniques used in the reviewed studies was limited to
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five. However, learning affordances of augmented reality on education seems to be suitable
for instructional techniques such as massive open online courses or flipped classroom. Indeed,
despite the high interest MOOCs generate, they have large number of dropouts (Gregori,
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Martínez, & Moyano-Fernández, 2018). Recent studies suggest the need to include active
learning support to break limitations of MOOC model. These studies point out that learning
materials should be able to ensure the continuous activity of the learners (Hew, 2018; Ollé, &
Namestovski, 2017). In this regard, AR technology could be used to facilitate students with
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learning interactive tools that could be uses as support of MOOCs’ courses. On the otrher
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hand, flipped classroom instructional approach introduces changes in the use of in-class and
out-class activities. In particular, outside class time is designed for students to gain knowledge
at the remembering and understanding levels through the presentation of learning content
using taped lectures (Hwang, Lai, & Wang, 2015). However, some studies have point out that
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students found taped lectures less engaging and more distracting than the typical classroom
lecture (Jensen, 2011). Recommendations to improve the flipped classroom approach include
the use of out-of-class learning activities to elicit students’ engagement and exploration (Lo,
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Finally, most of the studies reviewed emphasized a description of the AR applications and how
students worked with them, rather than a justification for using them to support an
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instructional strategy. In fact, the studies rarely included factors such as learning goals or
characteristics of students, which may affect the selection of the instructional strategies
employed. This finding is consistent with the work of Cheung and Hew (2009) in mobile
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learning.
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The cognitive outcome evaluated in the majority of quantitative studies is knowledge
acquisition. However, evaluations were made with ad-hoc questionnaires elaborated by
authors, which assessed low-level cognitive outcomes over brief periods of time. Although
these results are encouraging, it is expected that an interactive technology such as AR, with
proven capabilities to engage students in learning activities, can also support critical thinking,
problem-solving, collaboration, and self-directed learning (Jaramillo, 2017). On the other hand,
previous reviews have already warned of the possibility that the novelty effect is totally or
partially responsible for the successful results shown (Akçayır & Akçayır, 2017; Bacca et al.,
2014; Cheng & Tsai, 2012). Therefore, it is advisable that future works determine the
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effectiveness of AR in fostering high-level cognitive outcomes over longer periods of time.
Finally, the AR learning environments reviewed reveal that there is a maturity in the use of AR
to support constructivist or collaborative instructional strategies; what is missing is the
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provision of evaluations of the impact of AR technology on the acquisition of scientific inquiry
or collaborative specific competences.
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Most of the qualitative research carried out in the studies reviewed involved descriptive
accounts of how events, processes, and activities were perceived by participants. These basic
interpretative studies helped in a better understanding of learning processes by focusing on
the total picture rather than breaking it down into variables. However, only a few of these
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studies provided new insights about how knowledge sharing, inquiry, or discussion processes
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were promoted by the use of AR technology using different instructional designs. Affordances
of augmented reality in STEM learning are encouraging; thus, it is important to continue an
exploration of how the learning experience occurs in different instructional designs, and to use
these new insights for the development of future AR-based STEM learning environments.
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In terms of the types of learners selected for these research studies, only two articles focused
on gifted or special needs students. Thus, there is a need for future research to explore how
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augmented reality learning environments can be used with more diverse populations of
students. These results are aligned with previous findings in other review studies in education
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(Cheng & Tsay, 2012; Zydney & Warner, 2016). Furthermore, most of the studies reviewed did
not consider learner characteristics such as gender, age difference, prior knowledge, or skills. It
would be interesting to understand the impact of AR features such as enhancement of
visualization and interactivity in affective or cognitive outcomes according to learner
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Finally, some studies report usability problems that are more closely related to the AR learning
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6. Conclusions
This study presents a review of the state of the art in AR as a promising technology for
supporting STEM learning; although it is not intended to be comprehensive, it provides
important findings that can be useful for instructional design and researchers.
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The first research question aimed to identify the general characteristics and specific design
features of AR-based learning applications for STEM-AR studies. In this regard, three categories
of AR-based learning applications for STEM emerged from the literature: exploration,
simulation and, to a lesser extent, game-based applications. Exploration applications were
mainly used for life sciences topics in out-of-class settings, using location-based AR, whereas
simulation applications were used mainly for mathematics and physics instructional learning
environments, carried out in in-class settings using either image-based or marker-based AR.
Most of the studies reviewed reported applications which superimpose text, images and
animations to enhance the learning experience; however, these rarely stimulate senses other
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than sight. It would be interesting to explore the use of assets such as audio and haptic
elements to foster higher levels of immersion.
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The second research question was formulated to examine the instructional processes followed
by STEM-AR studies. In this regard, it was found that some studies deployed simple strategies
based on the consumption of information, others were devoted to instructional
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constructivistic strategies based mostly on simulations, and a small number included
collaboration between learners. Few studies provided students with assistance in carrying out
learning activities. Some of the drawbacks associated with AR technology in education are that
AR promotes distraction and increases cognitive load for students. Therefore, in addition to
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access to information, students require assistance in selecting and interpreting information in
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AR-based learning environments. This review recommends that future research embed a
scaffolding mechanism to support better metacognitive processes, which might help with the
aforementioned drawbacks of this technology. Additionally, experimental support might also
be useful in those instructional processes that use inquiry-based learning. Finally, collaborative
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Finally, the third research question sought to determine the main learning outcomes measured
by STEM-AR studies. It was found that the studies measured mainly affective and cognitive
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outcomes using cross-sectional experiments. Although the reviewed studies offer a synthesis
crucial to understand affordances and the barriers of AR technology in educational settings,
few of them provide new insights about how learning experiences take place in STEM learning
environments using AR technology. There is therefore a need for researchers to diversify their
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interactions with the augmented environment and in pairs. It is also advisable to complement
quantitative measures with qualitative ones, in order to gain a better understanding of how AR
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14
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Acknowledgments
This work was supported in part by the Spanish project EEE CICYT (TIN2011-28308-C03-01),
RESET-UC3M: Reformulando Ecosistemas Escalables Educativos under grant no. CICYT
(TIN2014-53199-C3-1-R), eMadrid under grant no. S2013/ICE-2715.
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(a) Published between January 2010 and August (a) Studies that mentioned the term “augmented
2017. reality” but were about “virtual reality” or “mixed
reality”.
(b) Peer-reviewed journal article. (b) Used for professional learning (e.g., teacher
education).
(c) Available in full-text. (c) Emphasized application design and
development as opposed to students’ outcomes.
(d) Empirical research.
(e) Related to science learning.
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(f) Described applications for augmented reality in
science education as primary component.
Table 1: Inclusion and exclusion criteria
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Primary author Science domain Educational level Educational context No. of Duration of
(year of publication) students instruction
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Chen, C.P. (2015) Earth Sciences Middle In-class 144 55 min
Chiang, T.H. (2014) Life Sciences Elementary In-class 57 120 min
Cuendet, S. (2013) Mathematics Technical In-class 24 90 min
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(Geometry)
Dünser, A. (2012) Physics Middle In-class 10 18 min
Enyedy, N. (2015) Physics Elementary In-class 43 15 weeks
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Estapa, A. (2015) Mathematics Higher education In-class 61 -
Frank, J.A. (2017) Physics Higher education In-class (Laboratory) 75 10 min
Gopalan, V. (2014) Multidisciplinary Middle In-class 70 -
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Gutiérrez, E. (2016) Mathematics Higher education In-class 20 -
(Geometry)
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Huang, T.C. (2016) Life Sciences Middle Out-of-class 21 8h
(botanical garden)
Ibáñez, M.B. (2014) Physics High school In-class 64 40 min
Ibáñez, M.B. (2016) Physics Middle In-class 82 100 min
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(Geometry)
Salmi, H. (2017) Physics Middle Out-of-class 146 1 month
(science museum)
Sommerauer, P. (2014) Mathematics Primary, middle, Out-of-class 101 90 min
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Chen, C.H. (2016) Not specified Image based Exploration Text, image, 3D model
Chen, C.P. (2015) Not specified Image-based Simulator Image
(turntable, PC,
webcam)
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Chiang, T.H. (2014a) Native app. (iOS) Location-based Exploration Image, text, websites
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Dünser, A. (2012) Native app. Image-based Exploration Text, video, animations
Enyedy, N. (2015) Not specified Image-based Simulator Video
(markers)
Estapa, A. (2015) Layar Creator Location-based Exploration Video, websites, audio,
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image
Frank, J.A. (2017) Native app. (iOS) Image-based Exploration Video, text
(markers)
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Gopalan, V. (2014) Not specified Image-based Exploration Text, image, video
Gutiérrez, E. (2016) Vuforia Image-based Exploration 3D model
Huang, T.C. (2016) Not specified Location-based Exploration Text, image
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Ibáñez, M.B. (2014) Unity 3D, Vuforia Image-based Simulator Text, image, animation
Ibáñez, M.B. (2016) Unity 3D, Vuforia Image-based Simulator Text, image, animation
Kamarainen, A. M. (2013) FreshAiR, Vuforia Location-based Exploration Text, image, audio, video
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Wang, H.Y. (2014) Native app. Image-based Simulator Text, 3D model, animation
(markers)
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(field trip)
Cuendet, S. (2013) Cooperative/Collaborative - Structured
observation
Dünser, A. (2012) Presentation - Observation
Enyedy, N. (2015) Cooperative/Collaborative - Inquiry
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Estapa, A. (2015) Discovery - Structured
observation
Frank, J.A. (2017) Presentation - Inquiry
Gopalan, V. (2014) Presentation - Structured
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observation
Gutiérrez, E. (2016) Presentation - Structured
observation
Huang, T.C. (2016) Discovery - Field trip
Ibáñez, M.B. (2014) Discovery ICT competences Structured
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observation
Ibáñez, M.B. (2016) Discovery Previous knowledge Inquiry
Kamarainen, A. M. (2013) Discovery - Role-play
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(field trip)
Lin, H.C.K. (2015) Presentation Low/medium/high-performing Observation
students
Liou, W.K. (2016) Presentation - Observation
Martín, J. (2010) Presentation - Structured
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observation
Salmi, H. (2017) Discovery Low/medium/high-performing Inquiry
students
Gender
D
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Cai, S. (2017) X Quasi-experimental Attitude Remembering Students need to
study information be trained in
technology
System instability
RI
System too slow
Lack of user-
friendly interface
Cascales, A. X X X Quasi-experimental Motivation Applying knowledge -
(2017) study
SC
Chen, C.H. X Experimental design Motivation Understanding -
(2016) Attitude
Chen, C.P. X X Mixed method Enjoyment Self-evaluate progress -
(2015) (quasi-experimental
study;
U
interpretative study)
Chiang, T.H. X X Content analysis Engagement Creating knowledge -
AN
(2014) Immersion
Cuendet, S. X Interpretative study - Understanding -
(2013)
Dünser, A. X X Quasi-experimental - Remembering -
(2012) study information
M
PT
study;
ethnography)
A: Investigating the affective domain during AR learning.
C: Evaluating the influence of learner characteristics in the AR learning process.
RI
D: Designing an AR system for learning.
L: Evaluating the effects of AR learning.
Table 5. Research purposes, methods, and outcomes
U SC
AN
M
D
TE
C EP
AC
ACCEPTED MANUSCRIPT
14
12
10
Frquency
8
6
4
2
0
PT
Research purpose
RI
A: Investigating the affective domain during AR learning.
C: Evaluating the influence of learner characteristics in the AR learning process.
SC
D: Designing an AR system for learning.
L: Evaluating the effects of AR learning.
Figure 1. Research purpose frequency
U
AN
8
7
M
6
Frequency
5
4
3
D
2
1
TE
0
EP
Affective outcome
PT
RI
U SC
AN
M
D
TE
C EP
AC