<?xml version="1.0" encoding="UTF-8"?>
<records>
<record>
<language>eng</language>
<publisher>Science and Education Publishing</publisher>
<journalTitle>American Journal of Educational Research</journalTitle>
<eissn>2327-6150</eissn>
<publicationDate>2026-09-27</publicationDate>
<volume>14</volume>
<issue>9</issue>
<startPage>304</startPage>
<endPage>315</endPage>
<doi>10.12691/education-14-9-2</doi>
<publisherRecordId>EDUCATION20261492</publisherRecordId>
<documentType>article</documentType>
<title language="eng">Secondary-School Students¡¯ Evaluation of AR/VR Applications in School STEM Education</title>
<authors>
<author>
<name>Nelly Marosi</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Maria Christoforaki</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Athina Karatza</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Anastasia Georgiou</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Myrto Koutra-Illiopoulou</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Eirini Chatzara</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Evangelia Mavrikaki</name>
<affiliationId>1</affiliationId>
</author>
<author>
<name>Apostolia Galani</name>
<email>ligalani@primedu.uoa.gr</email>
<affiliationId>1</affiliationId>
</author>

</authors>
<affiliationsList>
<affiliationName affiliationId="1">Department of Pedagogy and Primary Education, National and Kapodistrian University of Athens, Athens, Greece</affiliationName>







</affiliationsList>
<abstract language="eng">Augmented and virtual reality (AR/VR) can support secondary STEM learning by making abstract, spatially complex, and difficult-to-observe phenomena more directly accessible. This study examined secondary-school students¡¯ evaluations of STEM-IT AR/VR applications in terms of usability, perceived pedagogical value, engagement, and post-use acceptance. A post-intervention questionnaire was completed by 115 students from four European countries; a separate diagnostic questionnaire (n = 57) provided contextual information on prior technology experience. Responses were analyzed descriptively, and Spearman rank-order correlations with 20,000-resample bootstrap confidence intervals and Benjamini¨CHochberg adjustment were used to examine associations with continued-use intention and recommendation. Positive evaluations were reported for interest and enjoyment (70.4%), clarity and usefulness of content (68.7%), and ease of use (66.1%); 73.0% indicated an intention to use similar applications in future lessons and to recommend them to other students. Clarity and usefulness showed the strongest associations with future-use intention (¦Ñ = .566) and recommendation (¦Ñ = .548). The findings indicate that acceptance was associated primarily with pedagogical clarity, active participation, and usability rather than immersion alone.</abstract>
<fullTextUrl format="pdf">https://pubs.sciepub.com/education/14/9/2/education-14-9-2.pdf</fullTextUrl>
<keywords language="eng"><keyword>Augmented reality</keyword>
<keyword>virtual reality</keyword>
<keyword>AR/VR applications</keyword>
<keyword>secondary education</keyword>
<keyword>STEM</keyword>
</keywords>
</record>
</records>
