Skip to main content
Erschienen in: Education and Information Technologies 4/2020

10.12.2019

A systematic literature review of mixed reality environments in K-12 education

verfasst von: Nikolaos Pellas, Ioannis Kazanidis, George Palaigeorgiou

Erschienen in: Education and Information Technologies | Ausgabe 4/2020

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Various studies have widely utilized mixed reality (MR) in primary and secondary (K-12) education. Nevertheless, there has been relatively no explicit focus on a substantial amount of studies that are reviewed systematically in order to present and suggest the educational benefits of MR technology for the development of learning environments. The present systematic literature review describes the current state of knowledge and practices using MR in K-12 education and provides guidance for educators and scholars focusing on instructional design contexts by critically appraising and summarizing the existing research. It also outlines a wide range of results yielded by quantitative, qualitative and mixed-method studies to investigate potential benefits, difficulties, and effectiveness of MR environments across various learning subjects. Overall, 21 studies published from 2002 until 2018 in 18 international peer-reviewed journals were analysed, with 11 and 10 studies regarding primary and secondary education, respectively. This review informs educators and scholars about insights and evidence gained by prior findings on the current state-of-the-art research so that provide a contribution of scientific knowledge and innovation using MR environments in different learning subjects. Implications for practice and research are discussed in detail, as MR has the potential to influence students’ engagement, participation, skill acquisition, and embodied learning experience for knowledge transfer within well-structured instructional design contexts.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Anhänge
Nur mit Berechtigung zugänglich
Literatur
Zurück zum Zitat Bayon, V., Wilson, R., Stanton, D., & Boltman, A. (2003). Mixed reality storytelling environments. Virtual Reality, 7(1), 54–63. Bayon, V., Wilson, R., Stanton, D., & Boltman, A. (2003). Mixed reality storytelling environments. Virtual Reality, 7(1), 54–63.
Zurück zum Zitat Benford, S., Greenhalgh, C., Reynard, G., Brown, C., & Koleva, B. (1998). Understanding and constructing shared spaces with mixed-reality boundaries. ACM Transaction Computers Human Interaction, 5(3), 185–222. Benford, S., Greenhalgh, C., Reynard, G., Brown, C., & Koleva, B. (1998). Understanding and constructing shared spaces with mixed-reality boundaries. ACM Transaction Computers Human Interaction, 5(3), 185–222.
Zurück zum Zitat Birchfield, D., & Megowan-Romanowicz, C. (2009). Earth science learning in SMALLab: A design experiment for mixed-reality. Journal of Computer-Supported Collaborative Learning, 4(4), 403–421. Birchfield, D., & Megowan-Romanowicz, C. (2009). Earth science learning in SMALLab: A design experiment for mixed-reality. Journal of Computer-Supported Collaborative Learning, 4(4), 403–421.
Zurück zum Zitat Chang, C.-W., Lee, J.-H., Wang, C.-Y., & Chen, G.-D. (2010). Improving the authentic learning experience by integrating robots into the mixed-reality environment. Computers and Education, 55(4), 1572–1578. Chang, C.-W., Lee, J.-H., Wang, C.-Y., & Chen, G.-D. (2010). Improving the authentic learning experience by integrating robots into the mixed-reality environment. Computers and Education, 55(4), 1572–1578.
Zurück zum Zitat Chao, J., Chiu, J. L., DeJaegher, C. J., & Pan, E. A. (2016). Sensor-augmented virtual labs: Using physical interactions with science simulations to promote understanding of gas behavior. Journal of Science Education and Technology, 25(1), 16–33. Chao, J., Chiu, J. L., DeJaegher, C. J., & Pan, E. A. (2016). Sensor-augmented virtual labs: Using physical interactions with science simulations to promote understanding of gas behavior. Journal of Science Education and Technology, 25(1), 16–33.
Zurück zum Zitat De Lima, E., Feijo, E., Barbosa, S., Furtado, S., Ciarlini, A., & Pozzer, C. (2014). Draw your own story: Paper and pencil interactive storytelling. Entertainment Computing, 5(1), 33–41. De Lima, E., Feijo, E., Barbosa, S., Furtado, S., Ciarlini, A., & Pozzer, C. (2014). Draw your own story: Paper and pencil interactive storytelling. Entertainment Computing, 5(1), 33–41.
Zurück zum Zitat Enyedy, N., Danish, J. A., & DeLiema, D. (2015). Constructing liminal blends in a collaborative augmented-reality learning environment. International Journal of Computer Supported Collaborative Learning, 10(1), 7–34. Enyedy, N., Danish, J. A., & DeLiema, D. (2015). Constructing liminal blends in a collaborative augmented-reality learning environment. International Journal of Computer Supported Collaborative Learning, 10(1), 7–34.
Zurück zum Zitat Gauch, H. (2003). Scientific method in practice. Cambridge: Cambridge University Press. Gauch, H. (2003). Scientific method in practice. Cambridge: Cambridge University Press.
Zurück zum Zitat Han, J., Jo, M., Hyun, E., & So, H. J. (2015). Examining young children’s perception toward augmented reality-infused dramatic play. Educational Technology Research and Development, 63(3), 455–474. Han, J., Jo, M., Hyun, E., & So, H. J. (2015). Examining young children’s perception toward augmented reality-infused dramatic play. Educational Technology Research and Development, 63(3), 455–474.
Zurück zum Zitat Heim, M. (1998). Virtual realism. Oxford: Oxford University Press. Heim, M. (1998). Virtual realism. Oxford: Oxford University Press.
Zurück zum Zitat Huang, W., Alem, L., Tecchia, F., Duh, H B-L. (2018). Augmented 3D hands: a gesture-based mixed reality system for distributed collaboration. Journal on Multimodal User Interfaces. 12, 2 pp. 77–89. Huang, W., Alem, L., Tecchia, F., Duh, H B-L. (2018). Augmented 3D hands: a gesture-based mixed reality system for distributed collaboration. Journal on Multimodal User Interfaces. 12, 2 pp. 77–89.
Zurück zum Zitat Johnson-Glenberg, M. C., Birchfield, D. A., Tolentino, L., & Koziupa, T. (2014). Collaborative embodied learning in mixed reality motion-capture environments: Two science studies. Journal of Educational Psychology, 106(1), 86–104. Johnson-Glenberg, M. C., Birchfield, D. A., Tolentino, L., & Koziupa, T. (2014). Collaborative embodied learning in mixed reality motion-capture environments: Two science studies. Journal of Educational Psychology, 106(1), 86–104.
Zurück zum Zitat Kalpakis, S., Palaigeorgiou, G., & Kasvikis, K. (2018). Promoting historical thinking in schools through low fidelity, low-cost, easily reproduceable, tangible and embodied interactions. International Journal of Emerging Technologies in Learning, 13(12), 67–82. Kalpakis, S., Palaigeorgiou, G., & Kasvikis, K. (2018). Promoting historical thinking in schools through low fidelity, low-cost, easily reproduceable, tangible and embodied interactions. International Journal of Emerging Technologies in Learning, 13(12), 67–82.
Zurück zum Zitat Khoo, E. T., Cheok, A. D., Nguyen, T. H., & Pan, Z. (2008). Age invaders: Social and physical inter-generational mixed reality family entertainment. Virtual Reality, 12, 3–16. Khoo, E. T., Cheok, A. D., Nguyen, T. H., & Pan, Z. (2008). Age invaders: Social and physical inter-generational mixed reality family entertainment. Virtual Reality, 12, 3–16.
Zurück zum Zitat Kitalong, K., Moody, M., Helminen, R., & Ancheta, G. (2009). Beyond the screen: Narrative mapping as a tool for evaluating a mixed-reality science museum exhibit. Technical Communication Quarterly, 18(2), 142–165. Kitalong, K., Moody, M., Helminen, R., & Ancheta, G. (2009). Beyond the screen: Narrative mapping as a tool for evaluating a mixed-reality science museum exhibit. Technical Communication Quarterly, 18(2), 142–165.
Zurück zum Zitat Kitchenham, B., Pretorius, R., Budgen, D., Brereton, O. P., Turner, M., Niazi, M., et al. (2010). Systematic literature reviews in software engineering – A tertiary study. Information and Software Technology, 52(8), 792–805. Kitchenham, B., Pretorius, R., Budgen, D., Brereton, O. P., Turner, M., Niazi, M., et al. (2010). Systematic literature reviews in software engineering – A tertiary study. Information and Software Technology, 52(8), 792–805.
Zurück zum Zitat Leonard, S. N. & Fitzgerald, R. N. (2018). Holographic Learning: A Mixed Reality Trial of Microsoft HoloLens in an Australian Secondary School. Research in Learning Technology, 26. Leonard, S. N. & Fitzgerald, R. N. (2018). Holographic Learning: A Mixed Reality Trial of Microsoft HoloLens in an Australian Secondary School. Research in Learning Technology, 26.
Zurück zum Zitat Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174–187. Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174–187.
Zurück zum Zitat Mateu, J., & Alaman, X. (2013). CUBICA: An example of mixed reality. Journal of Universal Computer Science, 19(17), 2598–2616. Mateu, J., & Alaman, X. (2013). CUBICA: An example of mixed reality. Journal of Universal Computer Science, 19(17), 2598–2616.
Zurück zum Zitat Mateu, J., Lasala, M., & Alamán, X. (2014). VirtualTouch: A tool for developing mixed reality educational applications and an example of use for inclusive education. International Journal of Human-Computer Interaction, 30(10), 815–828. Mateu, J., Lasala, M., & Alamán, X. (2014). VirtualTouch: A tool for developing mixed reality educational applications and an example of use for inclusive education. International Journal of Human-Computer Interaction, 30(10), 815–828.
Zurück zum Zitat Milgram, P. & Kishino, A. (1994). Taxonomy of mixed reality visual displays. IEICE transactions on information and systems, 1321–1329. Milgram, P. & Kishino, A. (1994). Taxonomy of mixed reality visual displays. IEICE transactions on information and systems, 1321–1329.
Zurück zum Zitat Milgram, P., Takemura, H., Utsumi, A., and Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and telepresence technologies, volume 2351, (pp. 282–293). International Society for Optics and Photonics. Milgram, P., Takemura, H., Utsumi, A., and Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and telepresence technologies, volume 2351, (pp. 282–293). International Society for Optics and Photonics.
Zurück zum Zitat Pan, Z., Zhigeng, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20–28. Pan, Z., Zhigeng, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20–28.
Zurück zum Zitat Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2018). Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning. Virtual reality. Special issue: “Virtual and augmented reality for enhanced experience in education and learning”. https://doi.org/10.1007/s10055-018-0347-2. Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2018). Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning. Virtual reality. Special issue: “Virtual and augmented reality for enhanced experience in education and learning”. https://​doi.​org/​10.​1007/​s10055-018-0347-2.
Zurück zum Zitat Ponto, K., Kuester, F., Nideffer, R., & Penny, S. (2006). Virtual bounds: A teleoperated mixed reality. Virtual Reality, 10, 41–47. Ponto, K., Kuester, F., Nideffer, R., & Penny, S. (2006). Virtual bounds: A teleoperated mixed reality. Virtual Reality, 10, 41–47.
Zurück zum Zitat Punch, K. (1998). Introduction to social research: Quantitative and qualitative approaches. London: Sage. Punch, K. (1998). Introduction to social research: Quantitative and qualitative approaches. London: Sage.
Zurück zum Zitat Rogers, Y., Scaife, M., Gabrielli, S., Smith, H., & Harris, E. (2002). A conceptual framework for mixed reality environments: Designing novel learning activities for young children. Presence, 11, 677–686. Rogers, Y., Scaife, M., Gabrielli, S., Smith, H., & Harris, E. (2002). A conceptual framework for mixed reality environments: Designing novel learning activities for young children. Presence, 11, 677–686.
Zurück zum Zitat Rowe, A. (2014). Designing for engagement in mixed reality experiences that combine projection mapping and camera-based interaction. Digital Creativity, 25(2), 155–168. Rowe, A. (2014). Designing for engagement in mixed reality experiences that combine projection mapping and camera-based interaction. Digital Creativity, 25(2), 155–168.
Zurück zum Zitat Russell, C. K., & Gregory, D. M. (2003). Evaluation of qualitative research studies. Evidence-Based Nursing, 6(2), 36–40. Russell, C. K., & Gregory, D. M. (2003). Evaluation of qualitative research studies. Evidence-Based Nursing, 6(2), 36–40.
Zurück zum Zitat Stretton, T., Cochrane, T., & Narayan, V. (2018). Exploring mobile mixed reality in healthcare higher education: A systematic review. Research in Learning Technology, 26, 21–31. Stretton, T., Cochrane, T., & Narayan, V. (2018). Exploring mobile mixed reality in healthcare higher education: A systematic review. Research in Learning Technology, 26, 21–31.
Zurück zum Zitat Sugimoto, M. (2011). A mobile mixed-reality environment for children’s storytelling using a handheld projector and a robot. IEEE Transactions on Learning Technologies, 4(3), 249–260. Sugimoto, M. (2011). A mobile mixed-reality environment for children’s storytelling using a handheld projector and a robot. IEEE Transactions on Learning Technologies, 4(3), 249–260.
Zurück zum Zitat Tamura, H., Yamamoto, H., & Katayama, A. (2001). Mixed reality: Future dreams seen at the border between real and virtual worlds. Computer Graphics and Applications, 21(6), 64–70. Tamura, H., Yamamoto, H., & Katayama, A. (2001). Mixed reality: Future dreams seen at the border between real and virtual worlds. Computer Graphics and Applications, 21(6), 64–70.
Zurück zum Zitat Tolentino, L., Birchfield, D., Megowan-Romanowicz, M. C., Johnson-Glenberg, M. C., Kelliher, A., & Martinez, C. (2009). Teaching and learning in the mixed reality science classroom. Journal of Science Education and Technology, 18(6), 501–517. Tolentino, L., Birchfield, D., Megowan-Romanowicz, M. C., Johnson-Glenberg, M. C., Kelliher, A., & Martinez, C. (2009). Teaching and learning in the mixed reality science classroom. Journal of Science Education and Technology, 18(6), 501–517.
Zurück zum Zitat Xiao, R., Schwarz, J., Throm, N., Wilson, A., & Benko, H. (2018). MRTouch: Adding touch input to HeadMounted mixed reality. IEEE Transactions on Visualization and Computer Graphics, 24(4), 1653–1660. Xiao, R., Schwarz, J., Throm, N., Wilson, A., & Benko, H. (2018). MRTouch: Adding touch input to HeadMounted mixed reality. IEEE Transactions on Visualization and Computer Graphics, 24(4), 1653–1660.
Zurück zum Zitat Yoon, S., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 7(4), 519–541. Yoon, S., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 7(4), 519–541.
Zurück zum Zitat Zhou, Z., Cheok, A., Tedjokusumo, J., & Omer, G. (2008). wIzQubesTM- A novel tangible Interface for interactive storytelling in mixed reality. The International Journal of Virtual Reality, 7(4), 9–15. Zhou, Z., Cheok, A., Tedjokusumo, J., & Omer, G. (2008). wIzQubesTM- A novel tangible Interface for interactive storytelling in mixed reality. The International Journal of Virtual Reality, 7(4), 9–15.
Metadaten
Titel
A systematic literature review of mixed reality environments in K-12 education
verfasst von
Nikolaos Pellas
Ioannis Kazanidis
George Palaigeorgiou
Publikationsdatum
10.12.2019
Verlag
Springer US
Erschienen in
Education and Information Technologies / Ausgabe 4/2020
Print ISSN: 1360-2357
Elektronische ISSN: 1573-7608
DOI
https://doi.org/10.1007/s10639-019-10076-4

Weitere Artikel der Ausgabe 4/2020

Education and Information Technologies 4/2020 Zur Ausgabe

Premium Partner