Virtual and Augmented Realiy in The Classroom
Virtual and Augmented Realiy in The Classroom
EDUC 605
Towson University
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 2
Research Question: What are the benefits and challenges of using virtual and/or augmented in a classroom
setting?
Abstract
Thesis Statement: The use of virtual and/or augmented realities in a classroom setting bring many benefits
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Abstract
One challenge in education being faced by teachers is getting students engaged in the
curriculum while also supporting their understanding of the content. As technology changes, it is
our belief that education should change as well. The research shows that both Augmented
Reality (AR) and Virtual Reality (VR) can engage students while increasing academic
achievement and offering students a unique educational experience. These technologies serve as
explore a new world. These tools have profound positive implications that can prepare learners
for the diverse jobs in their future. The benefits of this technology far outweigh the few
sickness, cost, technical issues, and lack of available curriculum with VR and AR will be
evaluated in this paper as well as the many benefits. These benefits can include the motivation in
learning, further content understanding, and lastly giving students an experience they might not
be able to see in real life. Our vision of change is if technology is coupled with a professional
development for teachers to explore, VR and AR can be used with success in the classroom.
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 4
that almost every educator has most likely come across in their experience. It can have a negative
impact not just on students' attitudes toward the subject but also a negative impact on their
academic achievement. Student attention is already greatly wrapped up in the technology that
many have at home or even in their pockets at school. This technology allows students' attention
spans to be held for hours at a time. This problem in lack of engagement can be helped mitigated
with augmented and virtual reality in the classroom. What are the benefits and challenges of
Virtual Reality
Virtual Reality or (VR) is a digital experience that allows users to view a virtual world
through a screen that reacts in real-time with the user's head movement. Some VR experiences
allow users to interact with the virtual world through hand controllers. VR has hundreds of topics
that are encompassed like various video game types, news, simulations, field trips, scientific
models, meeting platforms, treating mental disorders, enhancing amusement park rides, and
much more that has yet to be created (Cipresso, Giglioli, Raya, & Riva, 2018).
Immersive. Each of these categories of VR has different applications that can be used in
elementary and middle school. Non-immersive virtual reality involves a digital screen that gives
the user an experience. This can be as simple as something like Google Maps in Google 3D or
even an interactive game. Semi-Immersive virtual reality includes high powered LCD screens for
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 5
projectors. Lastly, full immersive virtual reality (IVR) is achieved with a head mounted display
(HMD) that allows for more of the users’ field of vision that extends at least 60 degrees past the
normal field of vision being 180 degrees (Concannon, Esmail, & Roberts, 2019). Through IVF,
students can feel as though they are transported to a new reality with a HMD that allows them to
see the entirety of this world by moving their head around. With this technology, the possibilities
Virtual reality provides students with an unforgettable learning experience, but there are
some challenges that come with the use of this technology. One main challenge is that virtual
reality headsets would be a pricey investment for schools if they chose to get enough headsets for
each student (Fransson, Holmberg, & Westelius, 2020). This challenge could be overcome
though by schools only buying enough headsets to make a class set for teachers to rent out for
their class to use when needed. Another challenge of VR is that there is a lack of content
currently available for teachers to use as a complement to curriculum since most content is for
casual use outside of school. It would be costly for more curriculum appropriate VR content to
be developed and purchased for use in classrooms (Cooper et al, 2019). One last challenge of
virtual reality is prolonged use of the headsets could cause motion sickness in some people
(Allcoat et al, 2021). This challenge could be overcome by having students use the equipment for
Augmented Reality
Augmented Reality (AR) is technology that incorporates both real and digital objects in
real time that also allow both real and digital objects to interact with each other. There are
several examples that students interact with on a daily basis like Snapchat filters and the Measure
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 6
app on the iPhone. These examples allow users to interact with digital overlays within the real
world. The requirements of an AR system is a camera that can track objects and can process and
merge the digital and real-world data (Cipresso, Giglioli, Raya, & Riva, 2018). Augmented
reality can be incorporated into many classrooms from science classrooms using virtual models,
to social studies with augmented paper timelines, to various video filters in an ELA class, or
Both AR and VR technology can help to solve the issue of disengagement in school. The
use of virtual and/or augmented realities in a classroom setting bring many benefits to students
that far outweigh the few challenges of using these technologies. There are numerous benefits in
utilizing AR in education that span from visualizing concepts that would otherwise be
tools provide a structure for enhancing education through technology. SAMR stands for
most basic and lowest enhancement and Redefinition is the most enhanced use of the technology
(Romrell, Kidder, & Wood, 2014). Augmented reality is a prime example of Redefinition
according to this framework since it creates an environment that is not possible without the
technology. This is a strong benefit to this technology because it opens the possibility of this
In Maryam Abdinejad, Borzu Talaie, Hossain S. Qorbani, and Shadi Dalili’s study, they
used augmented reality to help chemistry students visualize molecular structures that are usually
shown as a 2D structure. The technology helped to redefine traditional molecular models that
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 7
consist of wooden balls and sticks (Abdinejad, Talaie, Qorbani, Dalili, 2020). While the students
in this story were in organic chemistry, similar software could be developed for use in middle
school to help to model molecules and compounds for students. In fact, one study specifically
In Gonca Kececi, Pelin Yildirim & Fikriye Kirbag Zengin’s study, secondary students
used a mobile application called Anatomy 4D to visualize anatomical structures to get a better
understanding of anatomy. Compared to the control group of students who received the
traditional textbook curriculum with 2D pictures to visualize anatomy, the students who used the
MAR program had a higher academic achievement and also motivation towards STEM (Kececi,
Yildirim, & Zengin, 2021). This program allowed students to be able to utilize technology to
enhance the curriculum that traditional textbooks could not allow for. It also showed the students
were highly engaged with the technology and even allowed “a flexible teaching process and
environment for students by enabling them to control their own teaching processes and provide
an effective teaching environment to diversify and enrich education” (Kececi, Yildirim, &
Zengin, p. 137, 2021).
The challenge with AR includes a lightning issue that could impact the ability of a
camera to be able to track objects (Kotzageorgiou et al., 2018). The other issue involves the
implementation of AR if there is not software available for a particular topic or class. There is a
large effort that is required to develop the software, and some might not be willing to take on this
great effort (Cipresso, Giglioli, Raya, & Riva 2018). While the hardware has become quite
affordable over recent years, the software to create AR remains a challenge that needs to be
evaluated. The lighting issue can be fixed easily by simply providing professional development
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 8
to educators to help to facilitate environments that allow for AR to be successful. In regard to the
Benefits
Augmented and Virtual Reality have significant benefits in the classroom. These benefits
include: offering unique educational experiences, increasing student engagement, and promoting
learning.
inconceivable, the technology completely enhances the curriculum for students. Both AR and
VR allow students to have these unique experiences. Fully immersive virtual reality can allow
students to take virtual field trips that enable them to interact with various scenarios across the
world at any time (Liu et al, 2020). These field trips allow students to see places that they might
not be able to visit right from the comfort of a classroom. Not only does this cut down on the
costs of field trips but it also allows students to spend more time in these places and explore
details that you might not get if you were actually there (Cooper et al, 2019). Augmented reality
also allows students to have these unique experiences by utilizing models in a 3D space that
interact with their real-world experiences. Lastly, both VR and AR allow students to collaborate
in ways not thought of before. This collaboration is slightly limited with augmented reality but
utilizing the technology could allow students to work together with the AR to learn the concepts.
In VR, one study showed that at the college level VR was used to have virtual meetings that
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 9
helped students work collaboratively even when they weren’t in the same room and work with
aviators and virtual meeting spaces to better understand curriculum (O’Connor, 2018).
Another large benefit of VR and AR technology is that both technologies are highly
motivational to getting students to ‘buy-in’ to the curriculum. In numerous studies when students
were surveyed about the technologies they responded positively. Photomath, which is an AR
application that uses 2D data from equations that are written to show solutions and do simple
math, was rated by more than half of middle school students in one study as an interesting
method to learning how to solve an algebraic equation (Saundarajan, Osman, Daud, Abu, Pairan
The last benefit of VR and AR is the promotion of learning. Students who used AR in the
Anatomy 4D study showed an increase in their academic scores and understanding of concepts.
It was noted that there was a limited increase in academic achievement when correlated to
socioeconomic level in two different schools. The authors stated more research needed to be
done to test these theories. However, overall, the academic scores did increase with AR (Kececi,
Adverse Effects
Inventions sometimes have adverse effects that need to be addressed and discussed in
order to decide if the risks outweigh the benefits or the other way around. It was made clear that
both AR and VR do both have challenges in developing new curriculum. The cost and time to
develop these resources can be steep. However, the hardware has become much more affordable.
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 10
The software issue can be a limitation for educators implementing this technology. However,
Both VR and AR can have technology issues that could result. AR applications can be
disrupted with poor lighting and also could be impacted if the computer is overwhelmed or not
compatible. Virtual reality can also have its share of technology issues that could be in the HMD
or computer processor itself. These technology issues can cause student frustration and an
The last adverse effect that is specifically associated with VR is the possibility of motion
sickness from the HMD in individuals who are susceptible to motion sickness (Allcoat et al,
2021). This adverse effect could potentially be relieved by having students only use the
Virtual and augmented reality help bring a unique educational experience to students that
cannot be provided through a traditional learning approach (lectures, research, etc.). VR and AR
allow students to actively participate with different scenarios anytime and anywhere (Liu et al,
2020). These realities allow students to explore inaccessible places and travel to places they may
never see in real life. One participant in Cooper, Park, Nasr, Thong, and Johnson’s study shared
that students could potentially learn about the Great Pyramids by walking around them and
exploring them using virtual reality. This would provide a much more meaningful learning
experience to students than reading about the Great Pyramids in a textbook would (2019).
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 11
aspect students can immerse themselves in with it. The uniqueness of VR and AR offers its users
the opportunity to collaborate with people worldwide which would be nearly impossible without
the use of these technologies (Cooper, et al, 2019). O’Connor has also discussed VR’s ability to
offer collaboration and saw how beneficial it was with her study on the role of virtual, video, and
As research shows, it is undeniable that virtual and augmented reality help increase
student engagement in the classroom. In Liu, Lei, Wang, and Ren’s study, they found their sixth-
grade participants were excited and highly interested in the 3D immersive experience they would
be thrown into to learn science topics (2020). Allcoat, Hatchard, Azmat, Stansfield, Watson, and
von Muhlenen discovered the same findings in their study of virtual reality vs. traditional
learning with college students. In their study, students filled out a questionnaire and ranked how
engaged they were with the lesson when virtual reality was incorporated vs. how engaged they
were when only traditional teaching methods (lectures) were used. Results showed students who
learned material using virtual reality were far more engaged than students who only participated
These technologies could be the motivation reluctant students need to participate in and
enjoy learning (Cooper et al, 2019). VR and AR allow learners to be active participants instead
of observers which makes learning using these technologies so appealing (Liu et al, 2020).
Middle school students in Saundarajan, Osman, Daud, Abu, Pairan, and Kumar’s study were
extremely attracted to Photomath, an AR app, that helped them better understand how to solve
VIRTUAL AND AUGMENTED REALITY IN THE CLASSROOM 12
algebraic equations (2020). Since studies have shown virtual reality to be so motivating for
students, the amount of time students spend on learning tasks would increase which in turn
Promotes Learning
The use of VR and AR in educational settings has been shown to promote learning with
students. Virtual reality makes learning more experience based rather than just rote
memorization. Through the virtual reality experience, students are able to latch on to higher
order thinking and decision-making skills more easily (Fransson, Holmberg, & Westelius, 2020).
Since students are so engaged in the learning material when VR and/or AR is used, it has been
shown a higher level of academic achievement is reached compared to those who only engage in
a traditional learning environment (Liu et al, 2020). Learning outcomes have been shown to
increase when virtual reality is integrated into the learning process especially when it comes to
individual gameplay tasks (Sprenger & Schwaninger, 2021). One last way VR and AR have been
shown to promote learning is through an increase of problem-solving skills among users. Virtual
reality can provide the opportunity for students to collaborate with others to problem solve.
Using virtual reality in this way would allow students to further develop their problem-solving
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