Augmented Reality and Virtual Reality in Education: Public Perspectives, Sentiments, Attitudes, and Discourses
-
Published:2022-11-10
Issue:11
Volume:12
Page:798
-
ISSN:2227-7102
-
Container-title:Education Sciences
-
language:en
-
Short-container-title:Education Sciences
Author:
Lampropoulos GeorgiosORCID, Keramopoulos EuclidORCID, Diamantaras KonstantinosORCID, Evangelidis GeorgiosORCID
Abstract
This study aims to understand the public’s perspectives, sentiments, attitudes, and discourses regarding the adoption, integration, and use of augmented reality and virtual reality in education and in general by analyzing social media data. Due to its nature, Twitter was the selected platform. Over 17 million tweets were retrieved from January 2010 to December 2020 and four datasets were created. Two of them referred to the general use of these technologies and two to their educational use. The data was analyzed using text mining, sentiment analysis (e.g., polarity and emotion detection), and topic modeling methods. TextBlob, Word-Emotion Association Lexicon (EmoLex), Valence Aware Dictionary for Sentiment Reasoning (VADER), and Latent Dirichlet Allocation (LDA) were some of the tools used. Based on the results, the majority of the public were positively disposed toward the general and the educational use of both augmented reality and virtual reality and mostly expressed positive emotions (e.g., anticipation, trust, and joy) when referring to them. In total, 11 topics emerged that were related to education, new technologies, digital and social media use, marketing and advertising, the industrial domain, the health domain, gaming, fitness and exercising, devices, the travel and tourism domain, and software development kits. The educational benefits of augmented reality and virtual reality, their ability to enrich both teaching and learning activities, and their role as effective educational means were evident.
Funder
Hellenic Foundation for Research and Innovation (HFRI) under the 3rd Call for HFRI PhD Fellowships
Subject
Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation
Reference105 articles.
1. Demystifying the Millennial student: A reassessment in measures of character and engagement in professional education;DiLullo;Anat. Sci. Educ.,2011 2. Alexander, B., Ashford-Rowe, K., Barajas-Murph, N., Dobbin, G., Knott, J., McCormack, M., Pomerantz, J., Seilhamer, R., and Weber, N. Horizon Report 2019 Higher Education Edition. Technical Report, EDUCAUSE. 2022. 3. The Impact of Gender on the Use of Augmented Reality and Virtual Reality in Students with ASD;López-Belmonte;Educ. Knowl. Soc. (EKS),2022 4. Robinson, R., Molenda, M., and Rezabek, L. Facilitating learning. Educational Technology, 2013. 5. Lampropoulos, G., Anastasiadis, T., and Siakas, K. Digital Game-based Learning in Education: Significance of Motivating, Engaging and Interactive Learning Environments. Proceedings of the 24th International Conference on Software Process Improvement-Research into Education and Training (INSPIRE).
Cited by
29 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
|
|