Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (670)

Search Parameters:
Keywords = augmented reality in education

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
28 pages, 5024 KB  
Article
Augmented Reality for Multilingual Learning in Higher Education
by Lucía Amorós-Poveda, Olesea Caftanatov and Joan Antoni Pomata-García
Soc. Sci. 2026, 15(2), 62; https://doi.org/10.3390/socsci15020062 (registering DOI) - 25 Jan 2026
Abstract
This study utilises mobile augmented reality (AR) to enhance our understanding of multiword expressions (MWEs) and emphasise that linguistic diversity is part of cultural heritage. The main objective was to implement and evaluate the impact of a multilingual AR resource (in Moldovan, English, [...] Read more.
This study utilises mobile augmented reality (AR) to enhance our understanding of multiword expressions (MWEs) and emphasise that linguistic diversity is part of cultural heritage. The main objective was to implement and evaluate the impact of a multilingual AR resource (in Moldovan, English, Russian, and Spanish) in educational settings and to identify a corpus of MWEs located in Spain. The research was conducted by applying a marker-based AR system in five academic subjects involving N = 220 undergraduate students enrolled in education degrees. Data were collected through two surveys, using both qualitative and quantitative methods that combined descriptive statistics with content analysis. Large Language Models (LLMs) were used to assist with data coding, complemented by iterative human validation. The findings revealed that the application was highly positively received, with 94% of participants acknowledging its usefulness and 83% expressing satisfaction. Furthermore, this study identified a teaching–learning procedure to enhance linguistic diversity in classrooms. Overall, the results suggest that mobile AR constitutes an effective and inclusive pedagogical tool that fosters active learning as a multimodal learning process and provides valuable localised MWE data to support future developments in corpus annotation. Full article
(This article belongs to the Special Issue Educational Technology for a Multimodal Society)
26 pages, 499 KB  
Article
Systemic Thinking and AI-Driven Innovation in Higher Education: The Case of Military Academies
by Olga Kapoula, Konstantinos Panitsidis, Marina Vezou and Eleftherios Karapatsias
Educ. Sci. 2026, 16(2), 183; https://doi.org/10.3390/educsci16020183 - 23 Jan 2026
Abstract
The present study explores the relationship between the systemic approach, educational innovation, and the use of digital technologies in higher education, with an emphasis on military academies. The aim of the research is to shed light on how systemic thinking can support strategic [...] Read more.
The present study explores the relationship between the systemic approach, educational innovation, and the use of digital technologies in higher education, with an emphasis on military academies. The aim of the research is to shed light on how systemic thinking can support strategic planning, the quality of education, and the effective integration of innovative practices, such as artificial intelligence, information and communication technologies, and virtual reality. The methodology was based on quantitative research using a questionnaire, which was distributed to 452 members of the Hellenic Non-Commissioned Officers Academy educational community (teaching staff, cadets, and recent graduates). Data analysis showed that the adoption of a systemic approach is positively associated with the readiness of trainers, including both instructors and future professionals (cadets), to support and implement educational innovations. Furthermore, it was found that the clarity of educational objectives and the alignment of critical elements of the educational system (resources, technology, instructors, trainees, and processes) significantly reinforce the intention to adopt innovative practices. The findings also show that educators’ positive perceptions of artificial intelligence and virtual/augmented reality are associated with a higher appreciation of learning benefits, such as improved performance, trainee satisfaction, and collaboration. In contrast, demographic and professional factors have a limited effect on attitudes toward innovation. Overall, findings indicated that innovation in military academies is not limited to the technological dimension, but requires a holistic, systemic approach that integrates organizational, pedagogical, and strategic parameters. The study contributes both theoretically and practically, providing empirical evidence for the role of systemic thinking in the design and implementation of innovative educational policies in military and broader academic education. Full article
40 pages, 2156 KB  
Article
The Art Nouveau Path: From Gameplay Logs to Learning Analytics in a Mobile Augmented Reality Game for Sustainability Education
by João Ferreira-Santos and Lúcia Pombo
Information 2026, 17(1), 87; https://doi.org/10.3390/info17010087 - 14 Jan 2026
Viewed by 95
Abstract
Mobile augmented reality games (MARGs) generate rich digital traces of how students engage with complex, place-based learning tasks. This study analyses gameplay logs from the Art Nouveau Path, a location-based MARG within the EduCITY Digital Teaching and Learning Ecosystem (DTLE), to develop [...] Read more.
Mobile augmented reality games (MARGs) generate rich digital traces of how students engage with complex, place-based learning tasks. This study analyses gameplay logs from the Art Nouveau Path, a location-based MARG within the EduCITY Digital Teaching and Learning Ecosystem (DTLE), to develop a learning analytics workflow that uses detailed gameplay logs to inform sustainability-focused educational design. During the post-game segment of a repeated cross-sectional intervention, 439 students in 118 collaborative groups completed 36 quiz tasks at 8 Art Nouveau heritage Points of Interest (POI). Group-level logs (4248 group-item responses) capturing correctness, AR-specific scores, session duration and pacing were transformed into interpretable indicators, combined with error mapping and cluster analysis, and triangulated with post-game open-ended reflections. Results show high overall feasibility (mean accuracy 85.33%) and a small subset of six conceptually demanding items with lower accuracy (mean 68.36%, range 58.47% to 72.88%) concentrated in specific path segments and media types. Cluster analysis yields three collaborative gameplay profiles, labeled ‘fast but fragile’, ‘slow but moderate’ and ‘thorough and successful’, which differ systematically in accuracy, pacing and engagement with AR-mediated tasks. The study proposes a replicable event-based workflow that links mobile AR gameplay logs to design decisions for heritage-based education for sustainability. Full article
(This article belongs to the Collection Augmented Reality Technologies, Systems and Applications)
Show Figures

Graphical abstract

39 pages, 2573 KB  
Systematic Review
Enhancing Informal Education Through Augmented Reality: A Systematic Review Focusing on Institutional Informal Learning Places (2018–2025)
by Stephanie Moser, Miriam Lechner, Marina Lazarević and Doris Lewalter
Educ. Sci. 2026, 16(1), 114; https://doi.org/10.3390/educsci16010114 - 13 Jan 2026
Viewed by 400
Abstract
Informal learning in institutional settings plays a vital role in lifelong education by fostering self-directed knowledge acquisition. With the increasing integration of digital media into these environments, augmented reality (AR) has emerged as a particularly promising technology due to its ability to overlay [...] Read more.
Informal learning in institutional settings plays a vital role in lifelong education by fostering self-directed knowledge acquisition. With the increasing integration of digital media into these environments, augmented reality (AR) has emerged as a particularly promising technology due to its ability to overlay virtual content in real-time and across multiple sensory modalities. This systematic literature review investigates the use of AR in institutional informal learning places (IILPs) from 2018 to 2025, aiming to synthesize findings across the following overall research questions: (1) In which IILP contexts has AR been implemented, and what are the characteristics of the technology? (2) What learning-relevant functions and (3) outcomes are associated with AR in these settings? (4) Which learning theories underpin the design of AR interventions? Following the PRISMA guidelines, empirical studies were identified through comprehensive database searches (Scopus, Web of Science, IEEE Xplore, FIS Bildung) and cross-referencing. Forty-four studies were analyzed via qualitative content analysis. The goal is to provide a descriptive overview of findings, patterns, and relationships. Findings indicate that AR is widely adopted across diverse domains and institutional contexts, primarily through mobile-based AR applications for K–12 learning. Native app development signals growing technological maturity. AR enhances both cognitive and emotional-motivational outcomes, though its potential to support social interaction remains insufficiently investigated. The predominant function of AR is the provision of information. Most of the examined studies are grounded in constructivist or cognitivist learning theories, particularly the Cognitive Theory of Multimedia Learning. Only limited references to emotional-motivational frameworks and minimal references to behaviorist frameworks were found. Full article
(This article belongs to the Special Issue Investigating Informal Learning in the Age of Technology)
Show Figures

Figure 1

39 pages, 4596 KB  
Review
Spatial Augmented Reality Storytelling in Arts and Culture: A Critical Review from an Interaction Design Perspective
by Petros Printezis and Panayiotis Koutsabasis
Heritage 2026, 9(1), 20; https://doi.org/10.3390/heritage9010020 - 9 Jan 2026
Viewed by 330
Abstract
Spatial Augmented Reality (SAR) has evolved in the past fifteen years from a whimsical, projection-based approach to a socially nuanced medium of interpretative scholarship for culture, education, and storytelling. This paper presents a critical literature review on SAR systems and cases in arts [...] Read more.
Spatial Augmented Reality (SAR) has evolved in the past fifteen years from a whimsical, projection-based approach to a socially nuanced medium of interpretative scholarship for culture, education, and storytelling. This paper presents a critical literature review on SAR systems and cases in arts and culture, based on 52 papers selected over the last decade. The perspective of the review is that of interaction design, which is concerned in general with the practice of designing interactive digital products, environments, systems, and services, and in particular with how the specific characteristics of a physical space, the interaction modality, and the narrative impact the design and efficacy of SAR in art and heritage contexts. This paper reports on the technology landscape, the physical contexts and scales of deployment, interaction modalities, audiences, and evaluation methods of SAR in arts and culture. Then, we present our reflections on the current state-of-the-art in terms of sketching out a historic trajectory of the field, SAR-oriented narrative design patterns, issues of inclusion and accessibility, and several design tensions, constraints, and recommendations for interaction design. Finally, we discuss potential further work in several dimensions of designing SAR for arts and culture, and we present a research agenda. Full article
(This article belongs to the Special Issue Digital Museology and Emerging Technologies in Cultural Heritage)
Show Figures

Figure 1

26 pages, 5900 KB  
Article
From Imagination to Immersion: The Impact of Augmented Reality Instruction on Musical Emotion Processing: An fNIRS Hyperscanning Study
by Qiong Ge, Jie Lin, Huiling Zhou, Jing Qi, Yifan Sun and Jiamei Lu
Brain Sci. 2026, 16(1), 66; https://doi.org/10.3390/brainsci16010066 - 31 Dec 2025
Viewed by 382
Abstract
Background: This study addresses a common challenge in music education: students’ limited emotional engagement during music listening. Objectives: This study compared two teaching methods—externally guided augmented reality (AR) integration and internally generated simulation—in terms of their neural and behavioral differences in [...] Read more.
Background: This study addresses a common challenge in music education: students’ limited emotional engagement during music listening. Objectives: This study compared two teaching methods—externally guided augmented reality (AR) integration and internally generated simulation—in terms of their neural and behavioral differences in guiding students’ visual mental imagery and influencing their musical affect processing. Methods: Using Chinese Pipa music appreciation as our experimental paradigm, we employed fNIRS hyperscanning to record inter-brain synchronization (IBS) during teacher–student interactions across three instructional conditions (AR group, n = 27; visual imagery group, n = 27; no-instruction group, n = 27), while simultaneously assessing students’ performance in music–emotion processing tasks (emotion recognition and experience). Results: At the behavioral level, both instructional methods significantly enhanced students’ ability to differentiate emotional valence in music compared to the control condition. Crucially, the AR approach demonstrated a unique advantage in augmenting emotional arousal. Neurally, both teaching methods significantly enhanced IBS in brain regions associated with emotion evaluation (lOFC) and imaginative reasoning (bilateral dlPFC). Beyond these shared neural correlates, AR instruction specifically engaged additional brain networks supporting social cognition (lFPC) and multisensory integration (rANG). Furthermore, we identified a significant positive correlation between lFPC-IBS and improved emotional arousal exclusively in the AR group. Conclusions: The visual imagery group primarily enhances emotional music processing through neural alignment in core emotional brain regions, while augmented reality instruction creates unique advantages by additionally activating brain networks associated with social cognition and cross-modal integration. This research provides neuroscientific evidence for the dissociable mechanisms through which different teaching approaches enhance music–emotion learning, offering important implications for developing evidence-based educational technologies. Full article
(This article belongs to the Section Cognitive, Social and Affective Neuroscience)
Show Figures

Figure 1

29 pages, 1050 KB  
Article
A Lightweight Authentication and Key Distribution Protocol for XR Glasses Using PUF and Cloud-Assisted ECC
by Wukjae Cha, Hyang Jin Lee, Sangjin Kook, Keunok Kim and Dongho Won
Sensors 2026, 26(1), 217; https://doi.org/10.3390/s26010217 - 29 Dec 2025
Viewed by 354
Abstract
The rapid convergence of artificial intelligence (AI), cloud computing, and 5G communication has positioned extended reality (XR) as a core technology bridging the physical and virtual worlds. Encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), XR has demonstrated transformative potential [...] Read more.
The rapid convergence of artificial intelligence (AI), cloud computing, and 5G communication has positioned extended reality (XR) as a core technology bridging the physical and virtual worlds. Encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), XR has demonstrated transformative potential across sectors such as healthcare, industry, education, and defense. However, the compact architecture and limited computational capabilities of XR devices render conventional cryptographic authentication schemes inefficient, while the real-time transmission of biometric and positional data introduces significant privacy and security vulnerabilities. To overcome these challenges, this study introduces PXRA (PUF-based XR authentication), a lightweight and secure authentication and key distribution protocol optimized for cloud-assisted XR environments. PXRA utilizes a physically unclonable function (PUF) for device-level hardware authentication and offloads elliptic curve cryptography (ECC) operations to the cloud to enhance computational efficiency. Authenticated encryption with associated data (AEAD) ensures message confidentiality and integrity, while formal verification through ProVerif confirms the protocol’s robustness under the Dolev–Yao adversary model. Experimental results demonstrate that PXRA reduces device-side computational overhead by restricting XR terminals to lightweight PUF and hash functions, achieving an average authentication latency below 15 ms sufficient for real-time XR performance. Formal analysis verifies PXRA’s resistance to replay, impersonation, and key compromise attacks, while preserving user anonymity and session unlinkability. These findings establish the feasibility of integrating hardware-based PUF authentication with cloud-assisted cryptographic computation to enable secure, scalable, and real-time XR systems. The proposed framework lays a foundation for future XR applications in telemedicine, remote collaboration, and immersive education, where both performance and privacy preservation are paramount. Our contribution lies in a hybrid PUF–cloud ECC architecture, context-bound AEAD for session-splicing resistance, and a noise-resilient BCH-based fuzzy extractor supporting up to 15% BER. Full article
(This article belongs to the Special Issue Feature Papers in the Internet of Things Section 2025)
Show Figures

Figure 1

45 pages, 12265 KB  
Article
Cross-Modal Extended Reality Learning in Preschool Education: Design and Evaluation from Teacher and Student Perspectives
by Klimentini Liatou and Athanasios Tsipis
Digital 2026, 6(1), 2; https://doi.org/10.3390/digital6010002 - 26 Dec 2025
Viewed by 501
Abstract
Cross-modal and immersive technologies offer new opportunities for experiential learning in early childhood, yet few studies examine integrated systems that combine multimedia, mini-games, 3D exploration, virtual reality (VR), and augmented reality (AR) within a unified environment. This article presents the design and implementation [...] Read more.
Cross-modal and immersive technologies offer new opportunities for experiential learning in early childhood, yet few studies examine integrated systems that combine multimedia, mini-games, 3D exploration, virtual reality (VR), and augmented reality (AR) within a unified environment. This article presents the design and implementation of the Solar System Experience (SSE), a cross-modal extended reality (XR) learning suite developed for preschool education and deployable on low-cost hardware. A dual-perspective evaluation captured both preschool teachers’ adoption intentions and preschool learners’ experiential responses. Fifty-four teachers completed an adapted Technology Acceptance Model (TAM) and Theory of Planned Behavior (TPB) questionnaire, while seventy-two students participated in structured sessions with all SSE components and responded to a 32-item experiential questionnaire. Results show that teachers held positive perceptions of cross-modal XR learning, with Subjective Norm emerging as the strongest predictor of Behavioral Intention. Students reported uniformly high engagement, with AR and the interactive eBook receiving the highest ratings and VR perceived as highly engaging yet accompanied by usability challenges. The findings demonstrate how cross-modal design can support experiential learning in preschool contexts and highlight technological, organizational, and pedagogical factors influencing educator adoption and children’s in situ experience. Implications for designing accessible XR systems for early childhood and directions for future research are discussed. Full article
Show Figures

Figure 1

43 pages, 6411 KB  
Article
The Art Nouveau Path: Valuing Urban Heritage Through Mobile Augmented Reality and Sustainability Education
by João Ferreira-Santos and Lúcia Pombo
Heritage 2026, 9(1), 4; https://doi.org/10.3390/heritage9010004 - 23 Dec 2025
Viewed by 326
Abstract
Cultural heritage is framed as a living resource for citizenship and education, although evidence on how in situ augmented reality can cultivate sustainability competences remains limited. This study examines the Art Nouveau Path, a location-based mobile augmented reality game across eight points [...] Read more.
Cultural heritage is framed as a living resource for citizenship and education, although evidence on how in situ augmented reality can cultivate sustainability competences remains limited. This study examines the Art Nouveau Path, a location-based mobile augmented reality game across eight points of interest in Aveiro, Portugal, aligned with the GreenComp framework. Within a design-based research case study, the analysis integrates repeated cross-sectional student questionnaires (S1-PRE N = 221; S2-POST N = 439; S3-FU N = 434), anonymized gameplay logs from 118 collaborative groups, and 24 teacher field observations (T2-OBS), using quantitative summaries with reflexive thematic analysis. References to heritage preservation in students’ sustainability conceptions rose from 28.96% at baseline to 61.05% immediately after gameplay, remaining above baseline at follow-up (47.93%). Augmented reality items were answered more accurately than non- augmented reality items (81% vs. 73%) and involved longer on-site exploration (+10.17 min). Triangulated evidence indicates that augmented reality and multimodality amplified attention to architectural details and prompted debates about authenticity. Built heritage, mobilized through lightweight augmented reality within a digital teaching and learning ecosystem, can serve as an effective context for Education for Sustainable Development, strengthening preservation literacy and civic responsibility and generating interoperable cultural traces for future reuse. Full article
(This article belongs to the Special Issue Applications of Digital Technologies in the Heritage Preservation)
Show Figures

Figure 1

19 pages, 8471 KB  
Article
Web-Based Augmented Reality vs. Interactive Presentation for Learning Caries Detection: A Randomized Study on Student Motivation
by Sofía Folguera, Carmen Llena, José Luis Sanz, Leopoldo Forner and María Melo
Dent. J. 2026, 14(1), 1; https://doi.org/10.3390/dj14010001 - 19 Dec 2025
Viewed by 300
Abstract
Background/Objectives: Augmented Reality (AR) is promising in dental education, yet its impact on caries detection training remains underexplored. This study aimed to compare the effect of a web-based AR (WebAR) learning object with a content- and interface-matched interactive 2D presentation on undergraduate [...] Read more.
Background/Objectives: Augmented Reality (AR) is promising in dental education, yet its impact on caries detection training remains underexplored. This study aimed to compare the effect of a web-based AR (WebAR) learning object with a content- and interface-matched interactive 2D presentation on undergraduate students’ motivation to learn caries detection. Methods: Two learning objects were expressly designed using a real patient’s dental records: a WebAR image-tracking experience (built with Zapworks Studio®) and a 2D interactive presentation (built with Genially®). The WebAR object showed the patient’s 3D dental arches with tooth-level hotspots linking clinical and radiographic media. The 2D comparator mirrored the same assets and navigation, restricting visualization to 2D. Third-year dental students were randomly assigned to either the AR or Genially® (G) group. After completing ICDAS-based caries identification, participants completed the 12-item Reduced Instructional Materials Motivation Survey (RIMMS) and provided open-ended feedback. Group differences were tested with the Mann–Whitney U test (p < 0.05). Results: Eighty-five students completed the study (AR n = 46; G n = 39). The AR group achieved a higher total RIMMS score (4.14 vs. 3.53 on a 5-point scale; p < 0.001), with significantly higher means in Attention, Confidence, Satisfaction, and Relevance (p < 0.05). Open-ended comments were more positive with AR (75.8% vs. 31.0%), while graphics-related complaints were more frequent with the Genially® resource (34.5% vs. 75.0%). Conclusions: WebAR achieved higher RIMMS motivation scores than a content-matched interactive presentation. Adding 3D spatial interaction to otherwise equivalent materials can enhance learners’ motivation for caries detection training, while remaining low-cost and scalable. Full article
Show Figures

Graphical abstract

13 pages, 1312 KB  
Article
Exploring the Role of Augmented Reality in STEAM Learning Environments: Evidence from Geometry Education
by Alban Gjoka and Krenare Pireva Nuci
Information 2025, 16(12), 1113; https://doi.org/10.3390/info16121113 - 18 Dec 2025
Viewed by 667
Abstract
Technology plays an increasingly vital role in modern education, providing new opportunities to enhance engagement and conceptual understanding. Among emerging innovations, Augmented Reality (AR) enables interactive visualization that supports deeper comprehension of abstract and spatially complex concepts. This study aimed to evaluate the [...] Read more.
Technology plays an increasingly vital role in modern education, providing new opportunities to enhance engagement and conceptual understanding. Among emerging innovations, Augmented Reality (AR) enables interactive visualization that supports deeper comprehension of abstract and spatially complex concepts. This study aimed to evaluate the impact of AR technology integrated with the STEAM approach on fifth-grade students’ learning of geometric solids, focusing on spatial skills, motivation, and academic achievement. A quasi-experimental design was implemented, involving an experimental group that engaged in AR- and STEAM-based activities and a control group that followed traditional instruction. Results indicated significant improvement in geometry test performance within the experimental group (p < 0.001) and higher post-test performance compared to the control group (p = 0.005). Although motivation scores were higher in the experimental group, the difference was not statistically significant (p = 0.083), suggesting a positive trend that merits further exploration with a larger sample. Overall, the findings highlight the pedagogical potential of integrating AR and STEAM approaches to support engagement and conceptual understanding in geometry education. Full article
Show Figures

Graphical abstract

12 pages, 2457 KB  
Article
Stop Recycling the Past and Start Building for the Future: An AR Board Game Promoting Recycling and Sustainability Education
by Ilias Logothetis, Ioannis Andrianakis, Antonios Stamatakis, Vasiliki Eirini Chatzea and Nikolas Vidakis
Electronics 2025, 14(24), 4931; https://doi.org/10.3390/electronics14244931 - 16 Dec 2025
Viewed by 461
Abstract
Recycling education is important for promoting pro-environmental sustainable behavior, yet traditional approaches often lack engagement and impact, particularly among younger audiences. This study presents a digital, turn-based card strategy game designed to teach recycling principles and concepts through interactive city-building mechanics. Set in [...] Read more.
Recycling education is important for promoting pro-environmental sustainable behavior, yet traditional approaches often lack engagement and impact, particularly among younger audiences. This study presents a digital, turn-based card strategy game designed to teach recycling principles and concepts through interactive city-building mechanics. Set in an augmented reality environment, the game challenges players to balance population growth, resource use, and waste management to maintain a high well-being score for their city. Players construct digital buildings (houses, recycling facilities, resource infrastructures), each influencing waste production, recycling efficiency, and overall well-being. The game integrates educational content with engaging decision-making, aiming to foster system thinking and eco-conscious behavior. Unlike prior AR approaches, this game focuses on digital interaction, leveraging immersive game-based learning. Usability and engagement were evaluated using the in-game version of the Game Experience Questionnaire (GEQ). Findings support that users responded positively to the prototype’s game experience, suggesting that the digital game is promising. The study contributes to the growing field of digital pro-environmental education, providing insights into how interactive gameplay can support environmental awareness and laying groundwork for future evaluation of its educational impact. Full article
(This article belongs to the Special Issue End User Applications for Virtual, Augmented, and Mixed Reality)
Show Figures

Figure 1

16 pages, 274 KB  
Article
Mapping Blended Learning Activities to Students’ Digital Competence in VET
by Marko Radovan and Danijela Makovec Radovan
Multimodal Technol. Interact. 2025, 9(12), 118; https://doi.org/10.3390/mti9120118 - 15 Dec 2025
Viewed by 415
Abstract
While blended learning facilitates digital literacy development, the specific design models and student factors contributing to this process remain underexplored. This study examined the relationship between various blended learning design models and digital literacy skill acquisition among 106 upper-secondary Vocational Education and Training [...] Read more.
While blended learning facilitates digital literacy development, the specific design models and student factors contributing to this process remain underexplored. This study examined the relationship between various blended learning design models and digital literacy skill acquisition among 106 upper-secondary Vocational Education and Training (VET) students. Relationships among student activities, digital competencies, and prior blended learning experience were analyzed. Engagement in collaborative, task-based instructional designs—specifically collaborative projects and regular quizzing supported by digital tools—was positively associated with digital competence. Conversely, passive participation in live sessions or viewing pre-recorded videos exhibited a comparatively weaker association with competence development. While the use of virtual/augmented reality and interactive video correlated positively with digital tool usage, it did not significantly predict perceptions of online safety or content creation skills. Students with prior blended learning experience reported higher proficiency in developmental competencies, such as content creation and research, compared to their inexperienced peers. Cluster analysis identified three distinct student profiles based on technical specialization and blended learning experience. Overall, these findings suggest that blended learning implementation should prioritize structured collaboration and formative assessment. Full article
Show Figures

Graphical abstract

21 pages, 542 KB  
Systematic Review
Application of Augmented Reality Technology as a Dietary Monitoring and Control Measure Among Adults: A Systematic Review
by Gabrielle Victoria Gonzalez, Bingjing Mao, Ruxin Wang, Wen Liu, Chen Wang and Tung Sung Tseng
Nutrients 2025, 17(24), 3893; https://doi.org/10.3390/nu17243893 - 12 Dec 2025
Viewed by 423
Abstract
Background/Objectives: Traditional dietary monitoring methods such as 24 h recalls rely on self-report, leading to recall bias and underreporting. Similarly, dietary control approaches, including portion control and calorie restriction, depend on user accuracy and consistency. Augmented reality (AR) offers a promising alternative [...] Read more.
Background/Objectives: Traditional dietary monitoring methods such as 24 h recalls rely on self-report, leading to recall bias and underreporting. Similarly, dietary control approaches, including portion control and calorie restriction, depend on user accuracy and consistency. Augmented reality (AR) offers a promising alternative for improving dietary monitoring and control by enhancing engagement, feedback accuracy, and user learning. This systematic review aimed to examine how AR technologies are implemented to support dietary monitoring and control and to evaluate their usability and effectiveness among adults. Methods: A systematic search of PubMed, CINAHL, and Embase identified studies published between 2000 and 2025 that evaluated augmented reality for dietary monitoring and control among adults. Eligible studies included peer-reviewed and gray literature in English. Data extraction focused on study design, AR system type, usability, and effectiveness outcomes. Risk of bias was assessed using the Cochrane RoB 2 tool for randomized controlled trials and ROBINS-I for non-randomized studies. Results: Thirteen studies met inclusion criteria. Since the evidence based was heterogeneous in design, outcomes, and measurement, findings were synthesized qualitatively rather than pooled. Most studies utilized smartphone-based AR systems for portion size estimation, nutrition education, and behavior modification. Usability and satisfaction varied by study: One study found that 80% of participants (N = 15) were satisfied or extremely satisfied with the AR tool. Another reported that 100% of users (N = 26) rated the app easy to use, and a separate study observed a 72.5% agreement rate on ease of use among participants (N = 40). Several studies also examined portion size estimation, with one reporting a 12.2% improvement in estimation accuracy and another showing −6% estimation, though a 12.7% overestimation in energy intake persisted. Additional outcomes related to behavior, dietary knowledge, and physiological or psychological effects were also identified across the review. Common limitations included difficulty aligning markers, overestimation of amorphous foods, and short intervention durations. Despite these promising findings, the existing evidence is limited by small sample sizes, heterogeneity in intervention and device design, short study durations, and variability in usability and accuracy measures. The limitations of this review warrant cautious interpretation of findings. Conclusions: AR technologies show promise for improving dietary monitoring and control by enhancing accuracy, engagement, and behavior change. Future research should focus on longitudinal designs, diverse populations, and integration with multimodal sensors and artificial intelligence. Full article
(This article belongs to the Section Nutrition Methodology & Assessment)
Show Figures

Figure 1

55 pages, 25612 KB  
Article
Experiential Approach to a Neolithic Lakeside Settlement Using Extended Reality (XR) Technologies
by Athanasios Evagelou, Alexandros Kleftodimos, Magdalini Grigoriou and Georgios Lappas
Electronics 2025, 14(24), 4870; https://doi.org/10.3390/electronics14244870 - 10 Dec 2025
Viewed by 446
Abstract
The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria. With the [...] Read more.
The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria. With the use of augmented, mixed, and virtual reality technologies, an attempt is made to enrich the knowledge and experiences of the students during their visit to the representation of the Neolithic settlement (open-air museum) and their active participation in the learning process. Students take on roles such as those of an archeologist, a detective, and an explorer. By utilizing mobile devices and leveraging GPS technology, students search for and identify virtual findings at the excavation site, travel through time, and investigate the resolution of a mystery (crime) that occurred during the Neolithic period, exploring and navigating the space of the neolithic representation interacting with real and virtual objects, while through special VR glasses they discover the lifestyle of neolithic man. The design of the applications was based on the ADDIE model, while the evaluation was conducted using a structured questionnaire for XR experiences. The fundamental constructs of the questionnaire were defined as follows: Challenge, Satisfaction/Enjoyment, Ease of Use, Usefulness/Knowledge, Interaction/Collaboration, and Intention to Reuse. A total of 163 students were involved in the study. Descriptive statistics showed consistently high scores across factors (M = 4.21–4.58, SD = 0.41–0.63). Pearson correlations revealed strong associations between Challenge—Satisfaction/Enjoyment (r = 0.688), Usefulness/Knowledge—Intention to Reuse (r = 0.648), and Satisfaction—Intention to Reuse (r = 0.651). Regression analysis further supported key relationships such as Usefulness/Knowledge—Intention to Reuse (β = 0.31, p < 0.001), Usefulness/Knowledge—Interaction/Collaboration (β = 0.34, p < 0.001), Satisfaction/Enjoyment—Usefulness/Knowledge (β = 0.42, p < 0.001) and Challenge—Satisfaction/Enjoyment (β = 0.69, p < 0.001). Overall, findings suggest that well-designed XR experiences can support higher engagement, perceived cognitive value, and intention to reuse in authentic outdoor learning contexts. Full article
Show Figures

Figure 1

Back to TopTop