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Arts & Communication                                              Augmented reality in mathematics education




            Table 3. Educational level and range of study samples  Table 5. Evaluation processes in the reviewed studies
            Educational level   Sample size      References    Evaluation method    Total  %    References
            Secondary              82          19              Pre-test/post-test    8   40 19-23, 25, 31, 36
            Secondary              76          20              Questionnaires        9   45 19, 21-23, 28, 29, 33, 36, 37
            Secondary              24          32              Interviews            2   10 19, 33
            Secondary          Not mentioned   30              Video recording/transcription  2  10 32, 33
            Secondary              30          37              Not mentioned         4   20 18, 26, 27, 35
            Primary                30          25              Observation cards     1   5 21
            Primary                29          31              Content analysis methods  2  10 33, 34
            Primary (SEN)          22          23
            Primary (LINIUS)       32          28              Table 6. Cognitive and metacognitive outcomes of AR use in
            Undergraduate          48          22              mathematical education
            Undergraduate          40          29              Outcomes             Total  %      References
            Teachers               10          29              Academic achievement   7    35   18, 20-22, 26, 28, 34
            Teachers               15          36              Understanding          12   60   17, 18, 21, 22, 26, 27,
            Teachers               36          21                                               29, 30, 32-34, 36
            Teachers               10          34              Visuospatial thinking  11   55   18, 19, 21, 23-26, 28,
            Teachers               5           33                                               29, 32-34
            Not mentioned         N/A          18, 24, 26, 27, 35  Autonomy           5    25   23, 27, 29, 30, 33
            Abbreviations: SEN: Special educational needs; LINIUS: Literacy and   Mathematical thinking/  11  55  22, 23, 25-27, 31-36
            Numeracy Screening.                                reasoning, meaning-making,
                                                               and problem-solving
                                                               Critical thinking      2    10   23, 35
            Table 4. AR hardware used in reviewed studies
                                                               Creativity             1     5   34
            Hardware           Total %      References         Modeling skills        3    15   32-34
            Android tablets and   13  65 18, 19, 22, 24-26, 28-31, 33-35  Transdisciplinary learning  4  20  17, 32-34
            personal computers
            Camera and motion sensors  3  15 20, 21, 31
            Marker-based systems  6  30 20, 21, 23, 24, 36     and engaging students in AR activities led to increased
                                                                                       improved
                                                                                                   collaboration
                                                               motivation,
                                                                        19,20,22-24,27-31,34,37
            Mobile phones       10  50 18, 20-22, 24, 25, 28, 29, 36, 37  and teamwork among students in problem-solving
            Checklists, guidelines,   6  30 20, 21, 23, 24, 36, 37  activities, 24,26,27,31,35,37  and enhanced interest in learning,
            booklets, and magic books                          which  made   the  educational  experience  more
            AR headsets/VR glasses  2  10 30, 32               engaging. 22,23,28,30,37  In addition, two studies discussed
            Interactive whiteboard  1  5 32                    students’ interest in engaging in more AR-based learning
            Not mentioned       1   5 27                       opportunities in the future, 19,23  and another study
            Abbreviation: AR: Augmented reality; VR: Virtual reality.  highlighted the positive impact of AR activities in reducing
                                                               students’ anxiety about mathematics.  Finally, one study
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            of geometry. In addition, significant enhancements were   suggested that conducting AR activities at home with
            observed in students’ mathematical thinking/reasoning,   parents  may  strengthen  family  bonds  and  promote  self-
            meaning-making, and problem-solving abilities. 23,24,26-28,32-37    directed learning (Table 7). 19
            Furthermore, five studies noted a progressive acquisition of   In terms of pedagogical outcomes, participants found
            autonomy, 24,28,30,31,34  and two highlighted the development of   AR activities to be useful 18,19,21,23,36  and easy to use 22,28,36,37
            critical thinking for logical decision-making. 24,36  Creativity   and found that they facilitated learning, 19,21-23,28,29,37  saved
            was mentioned in one study,  and another study discussed   time,  and promoted active learning (Table 8). 27,37
                                  35
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            modeling skills achievement. 34,35  Finally, transdisciplinary   Based on the above findings, first, AR technology was
            learning was mentioned in four studies. 18,33-35
                                                               found to significantly enhance students’ visual thinking
              In terms of socioemotional outcomes, most of the   and spatial visualization skills. Studies such as those by
            studies indicated that integrating AR into teaching   Elsayed and Al-Najrani,  Flores-Bascuñana  et  al.,  and
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            Volume 3 Issue 2 (2025)                         5                                doi: 10.36922/ac.4446
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