Please use this identifier to cite or link to this item: http://dspace.aiub.edu:8080/jspui/handle/123456789/2682
Full metadata record
DC FieldValueLanguage
dc.contributor.authorBaijed, Mohammad-
dc.contributor.authorRahman, Mohammad Ayat-
dc.date.accessioned2025-04-28T14:53:18Z-
dc.date.available2025-04-28T14:53:18Z-
dc.date.issued2024-12-31-
dc.identifier.issn(PRINT) 1683-8742 & (ONLINE)2706-7076-
dc.identifier.issn(PRINT) 1683-8742 & (ONLINE)2706-7076-
dc.identifier.urihttp://dspace.aiub.edu:8080/jspui/handle/123456789/2682-
dc.description.abstractPurpose of thestudy:This study investigates the integration of Augmented Reality (AR) and Virtual Reality (VR) technologies in formal educational settings, with a focus on identifying both the opportunities these tools offer for enhancing student engagement and learning outcomes, and the challenges educators face in their implementation.Methodology:Adopting a qualitative approach, the research employed thematic analysis using MAXQDA software to code and examine data collected from 38 scholarly articles and semi-structured interviews with four educators fromareputed higher secondaryschool. The study was guided by the Technology-Organization-Environment (TOE) framework to explore factors influencing ARand VR adoption.Findings: The analysis revealed that ARand VR technologies significantly enhance motivation, support personalized learning, and improve comprehension of complex subjects. However, widespread adoption is hindered by high costs, inadequate infrastructure, insufficient teacher training, and misalignment with existing curricula. Resistance to pedagogical change also emerged as a barrier to effective integration.Implications:The findings underscore the need for targeted policy interventions, including professional development initiatives, financial investment, and institutional support mechanisms. By addressing these areas, educational stakeholders can foster more inclusive, immersive, and student-centered learning environments using AR and VR technologies.Limitations andFuture direction:This study is limited by its reliance on English-language literature and a small interview sample from a single institution. Future research should adopt longitudinal designs and explore diverse geographic and socio-economic contexts, particularly in underrepresented and low-resource settings, to better understand the scalability and long-term impact of ARand VR in education.en_US
dc.language.isoenen_US
dc.publisherAIUB Journal of Business and Economicsen_US
dc.subjectAugmented Realityen_US
dc.subjectVirtual Realityen_US
dc.subjectEducational Technologyen_US
dc.subjectTOE Frameworken_US
dc.subjectTeacher Trainingen_US
dc.subjectStudent Engagementen_US
dc.subjectThematic Analysisen_US
dc.titleExploring Augmented Reality and Virtual Reality in Education Sector: A Thematic Study Using TOE Frameworken_US
dc.typeArticleen_US
Appears in Collections:Publications From FBA : Journal Article

Files in This Item:
File Description SizeFormat 
Template-FBA.docxJournal260.91 kBMicrosoft Word XMLView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.