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Baltic J. Modern Computing, Vol. 7 (2019), No. 2, 293-300
https://doi.org/10.22364/bjmc.2019.7.2.07
Virtual and Augmented Reality in Education
Daina GUDONIENE, Danguole RUTKAUSKIENE
Kaunas Technology University, Faculty of Informatics
Studentu St. 50, LT-51368, Kaunas, Lithuania
daina.gudoniene@ktu.lt, danguole.rutkauskiene@ktu.lt
Abstract. Over the past few years, VR and AR have been gaining popularity very fast.
Implementations of new technologies caused the development of AR and VR. Both virtual reality
and augmented reality is not yet widely used in higher education and the purpose of this paper is to
provide a model for the development of integrated learning objects based on VR and AR approach
where VR and AR objects could be integrated into other educational content as learning objects by
creating integrated learning programs, learning scenarios or etc. This paper provides the literature
review on virtual and augmented reality and analysis of integrated models for educational process
implementation. The suggested model validates authors’ conclusions and leads to
recommendations for its implementation.
Keywords: virtual reality, augmented reality, integrated model, education.
1. Introduction
During the last years, virtual and augmented reality has been quickly gaining popularity.
New technologies and wider use of the internet led to the development of VR/AR
applications. Recently, a demand to apply three-dimensional (3D) information
visualization for learning has prompted the development of learning objects (LO)
practices.
Virtual reality (VR) and augmented reality (AR) are the ways, which can be used to
create LOs and satisfy their typical requirements. Technological implementations in the
learning process will enhance deeper perception through the multisensorial environment
(Heverton, et al 2016). That are the environments, which allow integrating several
human senses (sight, hearing, touch, smell and taste are experimental) (Gallace and
Spence, 2014). LOs enable the visual transfer of knowledge which can be combined with
teacher‘s explanations concerning the images displayed.
Virtual reality enables the user to engage with a computer-generated environment,
which is supported by computer graphics systems while using diverse display and
interface devices. This platform provides teachers with various teaching methods and
tools, but the most important feature of VR is that it induces learners’ skills in analyzing
problems and investigate new notions and knowledge. Virtual reality is a shareable
platform where learners can interact with objects, which are provided by a system. For
users it provides interaction, which can be divided in three kinds: navigation (the main
294 Gudoniene and Rutkauskiene
feature of virtual reality, performed in the 3D environment. Navigation enables the user
to explore, search and maneuver in 3D environment), selection/ manipulation (provides
interaction with virtual objects), system control tasks (possibility to control modes of the
interaction or state of the system). An effective simulation is one that is able to place a
user in a situation, which is close, if not completely identical to the scenario in which the
system is attempting to simulate (Endsley, 2016).
Wide distribution of the educational content with three points identified by Yin (2017):
Define, Design and Development, and Dissemination to share the best teaching
practices.
2. Literature review on the VR and AR implementation into
practice
Much research were done on virtual and augmented reality. For a long time, researchers
argue if virtual and augmented reality can and should change an educational process.
There are different opinions about both of them. Nevertheless, the more inquiries are
done, the more positive facts appear.
To start with virtual reality, one of the latest research showed that students, who
were studying engineering with the help of virtual reality were highly motivated by the
given tasks and worked even during their free time (Floyd et al, 2017). The emergence
of virtual reality technology offers a training supplement for surgeons -a faster, safer,
and less costly way to enable students to practice surgical procedures. The software,
which can be surprisingly realistic, allows the student to practice a wide range of
surgical procedures, repeating each one with somewhat different conditions, until the
student is comfortable with the process and ready for the traditional modes of surgical
practice. This reduce risks to patients and the need for the expensive use of animals in
training. Faculty could make at least some of the improvements in learning outlined here
without using digital technology, but this would require an extraordinary commitment of
time and effort on the part of faculty members and students. With limited effort, the new
digital technology simply makes learning much more interesting—even exciting
(Newman and Scurry, 2015).
The use of virtual reality in experimental psychology ground has increased a lot
over the last twenty-five years and a lot of researches were done to find out the effect,
advantages, and disadvantages for learning with VR. Many advantages were found from
different scientists: it allows greater control of the stimuli and more varied responses
(Freeman et al, 2016; Lee et al, 2015) where the generation of varying levels and
combinations of multimodal sensory input potentially allowing audio, haptic, olfactory,
and motion to be experienced simultaneously to the graphically rendered environment or
objects; (Wilson and Soranzo, 2015).
Innovations in VR and AR have the potential to significantly enhance
neurosurgery, revolutionize resident education, and ultimately help save lives. VR will
likely become integral in surgery and the development of tactical surgical approaches
during preoperative and intraoperative assessments. Future applications of this
technology are limitless and will allow for efficient and effective real-time navigation in
the operating room (Pelargos et al, 2017).
The scientist also proved that augmented reality helps to remember everything
better and longer than using three-dimensional virtual environment. Research has shown
Virtual and Augmented Reality in Education 295
that content learned through augmented reality experiences is memorized more strongly
than through non-augmented reality experiences (Diegmann, et al. 2015). Results
showed that students who learned from the three-dimensional virtual environment
learning results were better compared to the control group having learning process in the
usual learning environment.
However VR objects for education deals with the technical aspects of mobile
devices, their operational environment and constraints. The second category defines the
learner context elements (e.g. aims and objectives of the learner, prerequisites, etc.)
(Stuikys et al, 2017).
AR technology provides a better means of students learning in an interactive
environment. It allows students interact while enabling social communication. AR
technology introduces a new type of automated applications and to enhance the
effectiveness and attractiveness of learning environment for the students in a real-world
scenario (Weng et al, 2016).
As a powerful educational tool, AR could result in less time in training and less
time to master a task. However, to achieve this it is necessary to identify the right
scenarios and design appropriate learning experiences.
Usage of multimedia has been useful, not only in formal education, but also in non-
formal education. The researchers say that when the learner has an ability not only to
hear but also to see and be interacted with the learning environment, they can remember
about 80% of whole experienced information (Jamalahdin et al, 2017). However
smartphone-based augmented reality applications make users able to travel through their
physical environment while looking at their augmented world through a mobile device
(Radu, 2014) but the problem is that the mobile device limits the user’s ability to
physically interact with the augmented space.
3. A methodology of implementation
The review and analysis of related papers were used for searching for the advantages of
the integrated platform for virtual and augmented reality implementation.
Fig. 1. Implementation model.
Literature review as a theoretical framework was designed to present the results of
the related researches on the benefits of technologies for education and need of the new
integrated platform for new technological solutions. Practical implementation phase was
evaluated and presented in the case Experiment. Snowballing method was used in
implementation.
296 Gudoniene and Rutkauskiene
4. Development of the educational environment for learning
objects based VR and AR
In the planning stage authors have intended several steps related to integrated LO design
model based on virtual and augmented reality: integrated design, using VR and AR;
introduce and relate to the „real world“; demonstrate and discuss; explore and mine;
construct and test; share and critique; extend and develop; share. (See figure 2). The
learning object based on virtual reality could be used also in another educational content.
This model can be used to guide the design, development, and evaluation of the learning
environment.
Fig. 2. The conception of development VR and AR model.

Fig. 3. Integrated LO design algorithm.
Virtual and Augmented Reality in Education 297
In the development stage an algorithm was made which will be implemented using
different VR technologies. For, the authors have selected two different ways of virtual
reality: three-dimensional technologies and augmented reality.
Three-dimensional (3D) technologies have become a foundation for almost all
modern computer games and virtual worlds. A lot of educators and educational
institutions foresee great potential in the use of three-dimensional virtual environments
stimulations and games for learning and teaching different subjects.
Augmented reality experiences can take a variety of forms. This type of augmented
reality is mostly like the three-dimensional reality. The user cannot immerse in the
augmented reality experiences. Webcam-based augmented reality needs a computer
camera to record a physical real-world space and disclose an augmentation on a screen,
such as a projector or a computer desktop, allowing the users to use their hands to
manipulate the augmented reality content easily.
The recent CLSAR survey results have shown that the students have shown
positive conceptions, with stronger perceptions of learning science by AR as increasing
motivation and interaction (Cheng, 2018).
The authors need to assure usage of educational environment for the learning
process as open environment assuring the self-directed learning approach. There is a
need for three different levels of communication and technological environment to
design LO based on augmented and virtual reality.
Fig. 4. Educational environment for learning objects based on VR and AR implementation.
298 Gudoniene and Rutkauskiene
The functionality of educational environment will assure the insertion of
educational content (including different format learning objects), testing, and content
development: development of digital material and metadata description; learning objects
design, courses design and open access management; development of tests and
assignments and relation with the necessary program; virtual learning environment and
user’s administration.
The educational environment based on Drupal content management system will
assure self directed learning approach, by using open resources (VR and AR) designed
and integrated into educational environment.
5. The case experiment
The comparative analysis is developed to compare the functionality of the suggested
model functionality and the virtual learning environment (see Table 1).
Table 1. The comparison of the features VLE and IS with Implemented model.
Features Description of the feature Integrated IS
using the model
(Drupal)
Virtual
Learning
Environment
Discussion
forum
Instructors can use some
personal settings and settings
for students. Allow them to
create groups.
Could be
integrated.
Implemented
File
sharing
Students have personal folders
to which they can add or
remove files.
Using Internal
collaboration
tools.
Implemented
Internal
mail
Students must have online
email addresses
Based on
discussion
forums (internal
communication)
Implemented
Chat in
real time
The system creates chat
rooms. The virtual class tool
supports a structured way to
ask questions and instructors
can provide answers
Not assured Implemented
Video-
System
The system supports the
ability to transfer video
Could be
supported video
learning objects
Implemented
White
board
The system is expressed as
white board which may have a
lot examples for the course.
Not assured
Implemented
Calendar Instructors can record course-
linked events in course
calendars.
Could be
integrated
Implemented
Progress
tracking
Students may marks for their
tasks and can compare it.
To be followed Implemented
Virtual and Augmented Reality in Education 299
Sync Assured and implemented Assured and
could be
integrated
Implemented
Virtual
Reality
Supporting virtual reality 3D Assured and
could be
integrated
Could be
integrated VR or
AR based
learning objects
Augmente
d Reality
Supporting Augmented reality Assured and
could be
integrated
Could be
integrated VR or
AR based
learning objects
Connection
with social
networks
Assured and could be
implemented
Assured and
could be
integrated
Not implemented
6. Conclusions
It has been determined that e-learning improvement is very important and can offer a
perfect technology for individualized learning based on interactive learning objects as
well as a group learning through online chat rooms. The model presents possibility of
different LO integrations into platform or IS what would be created and designed not
only for teachers but for the learners as well as they can be uniquely identified, the
content can be specifically personalized, and learner progress can be monitored,
supported and assessed. Both virtual and augmented reality could be integrated in the
platform. Also, connection with social networks should be provided in the learning
platform. The growing importance of the new technologies and its usage in creating new
learning environments, implementation of new platforms, remain the object for further
research for the authors of the present paper.
References
Cheng, K. H. (2018). Surveying Students’ Conceptions of Learning Science by Augmented
Reality and their Scientific Epistemic Beliefs. Eurasia Journal of Mathematics, Science
and Technology Education, 14(4), 1147-1159.)
Diegmann, P., Schmidt-Kraepelin, M., Van den Eynden, S., Basten, D. (2015). Benefits of
Augmented Reality in Educational Environments-A Systematic Literature Review.
Wirtschaftsinformatik, 3(6), 1542-1556.
Endsley, M. R. (2016). Designing for situation awareness: An approach to user-centered design.
CRC press.
Floyd, B., Santander, T., Weimer, W. (2017, May). Decoding the representation of code in the
brain: An fMRI study of code review and expertise. In Proceedings of the 39th
International Conference on Software Engineering (pp. 175-186). IEEE Press.
300 Gudoniene and Rutkauskiene
Freeman, D., Bradley, J., Antley, A., Bourke, E., DeWeever, N., Evans, N., Slater, M. (2016).
Virtual reality in the treatment of persecutory delusions: randomised controlled
experimental study testing how to reduce delusional conviction. The British Journal of
Psychiatry, bjp-bp.
Gallace, A., Spence, C. (2014). In touch with the future: The sense of touch from cognitive
neuroscience to virtual reality. OUP Oxford.
Heverton, M., Teixeira, M. M., Aquino, C. D., Miranda, L., Freita, W. C., Coelho, A. (2016).
Virtual Reality: Manipulating Multimedia Learning Objects. In International Conference
on Web Research. Tehran, Irã. Anais do II ICWR.
Jamalahdin, Mostafa, Sayed Ahmad Hashemi, Pari Sosahabi, and Maryam Berahman. "The role
of ICT in learning–teaching process." World Scientific News 72 (2017): 680-691.
Lee, N. Y., Lee, D. K., Song, H. S. (2015). Effect of virtual reality dance exercise on the balance,
activities of daily living, and depressive disorder status of Parkinson’s disease patients.
Journal of physical therapy science, 27(1), 145-147.
Newman, F., Scurry, J. E. (2015). Higher education and the digital Rapids. International Higher
Education, (26).
Pelargos, P. E., Nagasawa, D. T., Lagman, C., Tenn, S., Demos, J. V., Lee, S. J., Bari, A. (2017).
Utilizing virtual and augmented reality for educational and clinical enhancements in
neurosurgery. Journal of Clinical Neuroscience, 35, 1-4.
Radu, I. (2014). Augmented reality in education: a meta-review and cross-media analysis.
Personal and Ubiquitous Computing, 18(6), 1533-1543.
Štuikys, V., Burbaitė, R., Bespalova, K., Blažauskas, T., Barisas, D. (2017). Stage-based
generative learning object model for automated content adaptation. Baltic Journal of
Modern Computing, 5(2), 183.
Weng, N. G., Bee, O. Y., Yew, L. H., Hsia, T. E. (2016). An augmented reality system for
biology science education in Malaysia. International Journal of Innovative Computing,
6(2).
Wilson, C. J., Soranzo, A. (2015). The use of virtual reality in psychology: A case study in visual
perception. Computational and mathematical methods in medicine, 2015.
Yin, R. K. (2017). Case study research and applications: Design and methods. Sage publications.
Zhao, D., McCoy, A. P., Bulbul, T., Fiori, C., Nikkhoo, P. (2015). Building collaborative
construction skills through BIM-integrated learning environment. International Journal of
Construction Education and Research, 11(2), 97-120.
Received February 23, 2018, revised April 29, 2019, accepted June 17, 2019

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  • 1. Baltic J. Modern Computing, Vol. 7 (2019), No. 2, 293-300 https://doi.org/10.22364/bjmc.2019.7.2.07 Virtual and Augmented Reality in Education Daina GUDONIENE, Danguole RUTKAUSKIENE Kaunas Technology University, Faculty of Informatics Studentu St. 50, LT-51368, Kaunas, Lithuania daina.gudoniene@ktu.lt, danguole.rutkauskiene@ktu.lt Abstract. Over the past few years, VR and AR have been gaining popularity very fast. Implementations of new technologies caused the development of AR and VR. Both virtual reality and augmented reality is not yet widely used in higher education and the purpose of this paper is to provide a model for the development of integrated learning objects based on VR and AR approach where VR and AR objects could be integrated into other educational content as learning objects by creating integrated learning programs, learning scenarios or etc. This paper provides the literature review on virtual and augmented reality and analysis of integrated models for educational process implementation. The suggested model validates authors’ conclusions and leads to recommendations for its implementation. Keywords: virtual reality, augmented reality, integrated model, education. 1. Introduction During the last years, virtual and augmented reality has been quickly gaining popularity. New technologies and wider use of the internet led to the development of VR/AR applications. Recently, a demand to apply three-dimensional (3D) information visualization for learning has prompted the development of learning objects (LO) practices. Virtual reality (VR) and augmented reality (AR) are the ways, which can be used to create LOs and satisfy their typical requirements. Technological implementations in the learning process will enhance deeper perception through the multisensorial environment (Heverton, et al 2016). That are the environments, which allow integrating several human senses (sight, hearing, touch, smell and taste are experimental) (Gallace and Spence, 2014). LOs enable the visual transfer of knowledge which can be combined with teacher‘s explanations concerning the images displayed. Virtual reality enables the user to engage with a computer-generated environment, which is supported by computer graphics systems while using diverse display and interface devices. This platform provides teachers with various teaching methods and tools, but the most important feature of VR is that it induces learners’ skills in analyzing problems and investigate new notions and knowledge. Virtual reality is a shareable platform where learners can interact with objects, which are provided by a system. For users it provides interaction, which can be divided in three kinds: navigation (the main
  • 2. 294 Gudoniene and Rutkauskiene feature of virtual reality, performed in the 3D environment. Navigation enables the user to explore, search and maneuver in 3D environment), selection/ manipulation (provides interaction with virtual objects), system control tasks (possibility to control modes of the interaction or state of the system). An effective simulation is one that is able to place a user in a situation, which is close, if not completely identical to the scenario in which the system is attempting to simulate (Endsley, 2016). Wide distribution of the educational content with three points identified by Yin (2017): Define, Design and Development, and Dissemination to share the best teaching practices. 2. Literature review on the VR and AR implementation into practice Much research were done on virtual and augmented reality. For a long time, researchers argue if virtual and augmented reality can and should change an educational process. There are different opinions about both of them. Nevertheless, the more inquiries are done, the more positive facts appear. To start with virtual reality, one of the latest research showed that students, who were studying engineering with the help of virtual reality were highly motivated by the given tasks and worked even during their free time (Floyd et al, 2017). The emergence of virtual reality technology offers a training supplement for surgeons -a faster, safer, and less costly way to enable students to practice surgical procedures. The software, which can be surprisingly realistic, allows the student to practice a wide range of surgical procedures, repeating each one with somewhat different conditions, until the student is comfortable with the process and ready for the traditional modes of surgical practice. This reduce risks to patients and the need for the expensive use of animals in training. Faculty could make at least some of the improvements in learning outlined here without using digital technology, but this would require an extraordinary commitment of time and effort on the part of faculty members and students. With limited effort, the new digital technology simply makes learning much more interesting—even exciting (Newman and Scurry, 2015). The use of virtual reality in experimental psychology ground has increased a lot over the last twenty-five years and a lot of researches were done to find out the effect, advantages, and disadvantages for learning with VR. Many advantages were found from different scientists: it allows greater control of the stimuli and more varied responses (Freeman et al, 2016; Lee et al, 2015) where the generation of varying levels and combinations of multimodal sensory input potentially allowing audio, haptic, olfactory, and motion to be experienced simultaneously to the graphically rendered environment or objects; (Wilson and Soranzo, 2015). Innovations in VR and AR have the potential to significantly enhance neurosurgery, revolutionize resident education, and ultimately help save lives. VR will likely become integral in surgery and the development of tactical surgical approaches during preoperative and intraoperative assessments. Future applications of this technology are limitless and will allow for efficient and effective real-time navigation in the operating room (Pelargos et al, 2017). The scientist also proved that augmented reality helps to remember everything better and longer than using three-dimensional virtual environment. Research has shown
  • 3. Virtual and Augmented Reality in Education 295 that content learned through augmented reality experiences is memorized more strongly than through non-augmented reality experiences (Diegmann, et al. 2015). Results showed that students who learned from the three-dimensional virtual environment learning results were better compared to the control group having learning process in the usual learning environment. However VR objects for education deals with the technical aspects of mobile devices, their operational environment and constraints. The second category defines the learner context elements (e.g. aims and objectives of the learner, prerequisites, etc.) (Stuikys et al, 2017). AR technology provides a better means of students learning in an interactive environment. It allows students interact while enabling social communication. AR technology introduces a new type of automated applications and to enhance the effectiveness and attractiveness of learning environment for the students in a real-world scenario (Weng et al, 2016). As a powerful educational tool, AR could result in less time in training and less time to master a task. However, to achieve this it is necessary to identify the right scenarios and design appropriate learning experiences. Usage of multimedia has been useful, not only in formal education, but also in non- formal education. The researchers say that when the learner has an ability not only to hear but also to see and be interacted with the learning environment, they can remember about 80% of whole experienced information (Jamalahdin et al, 2017). However smartphone-based augmented reality applications make users able to travel through their physical environment while looking at their augmented world through a mobile device (Radu, 2014) but the problem is that the mobile device limits the user’s ability to physically interact with the augmented space. 3. A methodology of implementation The review and analysis of related papers were used for searching for the advantages of the integrated platform for virtual and augmented reality implementation. Fig. 1. Implementation model. Literature review as a theoretical framework was designed to present the results of the related researches on the benefits of technologies for education and need of the new integrated platform for new technological solutions. Practical implementation phase was evaluated and presented in the case Experiment. Snowballing method was used in implementation.
  • 4. 296 Gudoniene and Rutkauskiene 4. Development of the educational environment for learning objects based VR and AR In the planning stage authors have intended several steps related to integrated LO design model based on virtual and augmented reality: integrated design, using VR and AR; introduce and relate to the „real world“; demonstrate and discuss; explore and mine; construct and test; share and critique; extend and develop; share. (See figure 2). The learning object based on virtual reality could be used also in another educational content. This model can be used to guide the design, development, and evaluation of the learning environment. Fig. 2. The conception of development VR and AR model. Fig. 3. Integrated LO design algorithm.
  • 5. Virtual and Augmented Reality in Education 297 In the development stage an algorithm was made which will be implemented using different VR technologies. For, the authors have selected two different ways of virtual reality: three-dimensional technologies and augmented reality. Three-dimensional (3D) technologies have become a foundation for almost all modern computer games and virtual worlds. A lot of educators and educational institutions foresee great potential in the use of three-dimensional virtual environments stimulations and games for learning and teaching different subjects. Augmented reality experiences can take a variety of forms. This type of augmented reality is mostly like the three-dimensional reality. The user cannot immerse in the augmented reality experiences. Webcam-based augmented reality needs a computer camera to record a physical real-world space and disclose an augmentation on a screen, such as a projector or a computer desktop, allowing the users to use their hands to manipulate the augmented reality content easily. The recent CLSAR survey results have shown that the students have shown positive conceptions, with stronger perceptions of learning science by AR as increasing motivation and interaction (Cheng, 2018). The authors need to assure usage of educational environment for the learning process as open environment assuring the self-directed learning approach. There is a need for three different levels of communication and technological environment to design LO based on augmented and virtual reality. Fig. 4. Educational environment for learning objects based on VR and AR implementation.
  • 6. 298 Gudoniene and Rutkauskiene The functionality of educational environment will assure the insertion of educational content (including different format learning objects), testing, and content development: development of digital material and metadata description; learning objects design, courses design and open access management; development of tests and assignments and relation with the necessary program; virtual learning environment and user’s administration. The educational environment based on Drupal content management system will assure self directed learning approach, by using open resources (VR and AR) designed and integrated into educational environment. 5. The case experiment The comparative analysis is developed to compare the functionality of the suggested model functionality and the virtual learning environment (see Table 1). Table 1. The comparison of the features VLE and IS with Implemented model. Features Description of the feature Integrated IS using the model (Drupal) Virtual Learning Environment Discussion forum Instructors can use some personal settings and settings for students. Allow them to create groups. Could be integrated. Implemented File sharing Students have personal folders to which they can add or remove files. Using Internal collaboration tools. Implemented Internal mail Students must have online email addresses Based on discussion forums (internal communication) Implemented Chat in real time The system creates chat rooms. The virtual class tool supports a structured way to ask questions and instructors can provide answers Not assured Implemented Video- System The system supports the ability to transfer video Could be supported video learning objects Implemented White board The system is expressed as white board which may have a lot examples for the course. Not assured Implemented Calendar Instructors can record course- linked events in course calendars. Could be integrated Implemented Progress tracking Students may marks for their tasks and can compare it. To be followed Implemented
  • 7. Virtual and Augmented Reality in Education 299 Sync Assured and implemented Assured and could be integrated Implemented Virtual Reality Supporting virtual reality 3D Assured and could be integrated Could be integrated VR or AR based learning objects Augmente d Reality Supporting Augmented reality Assured and could be integrated Could be integrated VR or AR based learning objects Connection with social networks Assured and could be implemented Assured and could be integrated Not implemented 6. Conclusions It has been determined that e-learning improvement is very important and can offer a perfect technology for individualized learning based on interactive learning objects as well as a group learning through online chat rooms. The model presents possibility of different LO integrations into platform or IS what would be created and designed not only for teachers but for the learners as well as they can be uniquely identified, the content can be specifically personalized, and learner progress can be monitored, supported and assessed. Both virtual and augmented reality could be integrated in the platform. Also, connection with social networks should be provided in the learning platform. The growing importance of the new technologies and its usage in creating new learning environments, implementation of new platforms, remain the object for further research for the authors of the present paper. References Cheng, K. H. (2018). Surveying Students’ Conceptions of Learning Science by Augmented Reality and their Scientific Epistemic Beliefs. Eurasia Journal of Mathematics, Science and Technology Education, 14(4), 1147-1159.) Diegmann, P., Schmidt-Kraepelin, M., Van den Eynden, S., Basten, D. (2015). Benefits of Augmented Reality in Educational Environments-A Systematic Literature Review. Wirtschaftsinformatik, 3(6), 1542-1556. Endsley, M. R. (2016). Designing for situation awareness: An approach to user-centered design. CRC press. Floyd, B., Santander, T., Weimer, W. (2017, May). Decoding the representation of code in the brain: An fMRI study of code review and expertise. In Proceedings of the 39th International Conference on Software Engineering (pp. 175-186). IEEE Press.
  • 8. 300 Gudoniene and Rutkauskiene Freeman, D., Bradley, J., Antley, A., Bourke, E., DeWeever, N., Evans, N., Slater, M. (2016). Virtual reality in the treatment of persecutory delusions: randomised controlled experimental study testing how to reduce delusional conviction. The British Journal of Psychiatry, bjp-bp. Gallace, A., Spence, C. (2014). In touch with the future: The sense of touch from cognitive neuroscience to virtual reality. OUP Oxford. Heverton, M., Teixeira, M. M., Aquino, C. D., Miranda, L., Freita, W. C., Coelho, A. (2016). Virtual Reality: Manipulating Multimedia Learning Objects. In International Conference on Web Research. Tehran, Irã. Anais do II ICWR. Jamalahdin, Mostafa, Sayed Ahmad Hashemi, Pari Sosahabi, and Maryam Berahman. "The role of ICT in learning–teaching process." World Scientific News 72 (2017): 680-691. Lee, N. Y., Lee, D. K., Song, H. S. (2015). Effect of virtual reality dance exercise on the balance, activities of daily living, and depressive disorder status of Parkinson’s disease patients. Journal of physical therapy science, 27(1), 145-147. Newman, F., Scurry, J. E. (2015). Higher education and the digital Rapids. International Higher Education, (26). Pelargos, P. E., Nagasawa, D. T., Lagman, C., Tenn, S., Demos, J. V., Lee, S. J., Bari, A. (2017). Utilizing virtual and augmented reality for educational and clinical enhancements in neurosurgery. Journal of Clinical Neuroscience, 35, 1-4. Radu, I. (2014). Augmented reality in education: a meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18(6), 1533-1543. Štuikys, V., Burbaitė, R., Bespalova, K., Blažauskas, T., Barisas, D. (2017). Stage-based generative learning object model for automated content adaptation. Baltic Journal of Modern Computing, 5(2), 183. Weng, N. G., Bee, O. Y., Yew, L. H., Hsia, T. E. (2016). An augmented reality system for biology science education in Malaysia. International Journal of Innovative Computing, 6(2). Wilson, C. J., Soranzo, A. (2015). The use of virtual reality in psychology: A case study in visual perception. Computational and mathematical methods in medicine, 2015. Yin, R. K. (2017). Case study research and applications: Design and methods. Sage publications. Zhao, D., McCoy, A. P., Bulbul, T., Fiori, C., Nikkhoo, P. (2015). Building collaborative construction skills through BIM-integrated learning environment. International Journal of Construction Education and Research, 11(2), 97-120. Received February 23, 2018, revised April 29, 2019, accepted June 17, 2019