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Mixed Reality (MR) is becoming ubiquitous as it finds its applications in education, healthcare, and other sectors beyond leisure. While MR end devices, such as headsets, have low energy intensity, the total number of devices and resource…
Within the past two decades, Augmented Reality (AR) applications have received increased attention. Augmented Reality is now widely used in the education sector at level K to 12. AR is expected to be generally adopted in two to three years…
Mixed reality (MR) environments are bound to become ubiquitous as MR technology becomes lighter, higher resolution, more affordable, and overall becomes a seamless extension of our current work and living spaces. For research scientists and…
Recently, the HCI community has seen an increased interest in applying Virtual Reality (VR), AugmentedReality (AR) and Mixed Reality (MR) into educational settings. Despite many literature reviews, there stilllacks a clear framework that…
Extended reality (XR), encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), is emerging as a transformative platform for medical education. Traditional methods such as textbooks, physical models, and cadaveric…
Technology has helped to innovate in the teaching-learning process. Today's students are more demanding actors when it comes to the environment, they have at their disposal to learn, experiment and develop critical thinking. The area of…
Understanding electronics is a critical area in the maker scene. Many of the makers' projects require electronics knowledge to connect microcontrollers with sensors and actuators. Yet, learning electronics is challenging, as internal…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
In this paper, we will discuss the design and implementation of three educational robotics workshops that focus on the use of robotics for addressing real-world societal problems. Through the workshops, we aimed to investigate how the…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
Nowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public…
The world is slowly moving towards everything being simulated digitally and virtually. Mixed Reality (MR) is the amalgam of the real world with virtual stimuli. It has great prospects in the future in terms of various applications…
Well-developed problem-solving skills are essential for any student enrolled in a science, technology, engineering or mathematics (STEM) course as well as for graduates in the workforce. One of the most essential skills is the ability to…
Eye tracking (ET) is a research method that receives growing interest in mathematics education research (MER). This paper aims to give a literature overview, specifically focusing on the evolution of interest in this technology, ET…
Mixed Reality (MR) is a powerful interactive technology that yields new types of user experience. We present a semantic based interactive MR framework that exceeds the current geometry level approaches, a step change in generating…
Mixed Reality (MR) has recently shown great success as an intuitive interface for enabling end-users to teach robots. Related works have used MR interfaces to communicate robot intents and beliefs to a co-located human, as well as developed…
STEM has attracted great consideration. The purpose of research is: (1) study STEM education, (2) explore STEM education with the creative and experiential activity, (3) suggest applying STEM education by designing technical toys for the…
STEAM education integrates Science, Technology, Engineering, Arts, and Mathematics to foster creativity and problem-solving. However, students with visual impairments (VI) encounter significant challenges in programming and robotics,…
Previous research has shown that inquiry-based learning through hands-on experiments, as well as learning with multiple, external representations (MERs) can promote the understanding of complex phenomena in physics. In this context,…
In the evolving landscape of education, robotics has emerged as a powerful tool for fostering creativity, critical thinking, and problem-solving skills among students of all ages. This innovative approach to learning seamlessly integrates…