The impact of augmented reality technologies for STEAM education
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Keywords

STEAM Education, Augmented Reality, Robotics, AR Technologies

How to Cite

VASCAN, T. (2023). The impact of augmented reality technologies for STEAM education. Acta Et Commentationes Sciences of Education , 32(2), 71-80. https://doi.org/10.36120/2587-3636.v32i2.71-80

Abstract

The modernization of the education system and the emergence of innovative learning technologies can contribute considerably to the improvement of the educational process. The use of augmented reality technologies improves the individual learning of students, their motivation, as well as helps to organize teamwork and achieve group cooperation. Since augmented reality in education is a new and understudied field of practice for STEAM education, this article analyzes the published publications on this topic, describes the concept of augmented reality, and presents an analysis of augmented reality technologies that are adapted to teaching natural and mathematical subjects Also, are proposed solutions that would allow AR elements to be created in robotics courses.

https://doi.org/10.36120/2587-3636.v32i2.71-80
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