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Learning Strategies Using Augmented Reality Technology in Education: Meta-Analysis
Author(s) -
Mohd Fadzil Abdul Hanid,
Mohd Nihra Haruzuan Mohamad Said,
Noraffandy Yahaya
Publication year - 2020
Publication title -
universal journal of educational research
Language(s) - English
Resource type - Journals
eISSN - 2332-3213
pISSN - 2332-3205
DOI - 10.13189/ujer.2020.081908
Subject(s) - augmented reality , mathematics education , computer science , psychology , pedagogy , human–computer interaction
The learning environment is changing rapidly with the advent of the Industrial Revolution 4.0. One of the trending technologies in education is Augmented Reality. The Augmented Reality technology allows users to interact with virtual objects that are integrated into the real world and appear in the same space in real-time. The purpose of this meta-analysis is to identify the types of learning strategies that have been implemented using the Augmented Reality technology. The research methodology is based on a systematic literature search in online databases, namely, Scopus, Web of Science, Science Direct, Taylor Francis, and Springer. Keywords used in the search include Augmented Reality in education, learning strategies, integration strategies, as well as Augmented Reality teaching and learning. The results of this meta-analysis reveal that interactive learning, game-based learning, collaborative learning, and experiential learning are the dominant strategies in education that use Augmented Reality. Such findings will provide educators with guidance on the learning strategies that use Augmented Reality and its potential in education, which will subsequently lead to further research on how learning strategies using the Augmented Reality technology can be implemented in teaching and learning effectively.

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