Title: The Use of Augmented and Virtual Reality Technologies in Primary Education: A Literature Review on Storytelling The selection choices are E2-K5 Abstract This literature review explores the use of AR/VR technologies in primary education for the domain of storytelling. These technologies provide immersive environments that can enhance academic performance, engagement, and motivation in students. Storytelling is a crucial aspect of human culture, helping us communicate ideas and emotions effectively. The review highlights the need for appropriate hardware and software, teacher training, and support from school administrators and policymakers. The potential of AR/VR technologies to transform learning experiences in primary education is significant, and further research and investment in this area could shape the future of education.. Index ABSTRACT .............................................................................................................................................................. 2 INDEX .................................................................................................................................................................... 3 INTRODUCTION ................................................................................................................................................ 4 REVIEW OF RELATED LITERATURE ........................................................................................................... 5 DISADVANTAGES ............................................................................................................................................................6 RESEARCH QUESTIONS .....................................................................................................................................................6 METHODOLOGY ............................................................................................................................................... 7 RESULTS ............................................................................................................................................................. 8 DISCUSSION ........................................................................................................................................................... 9 CONLUSION ..................................................................................................................................................... 10 REFERENCES......................................................................................................................................................... 11 Introduction In recent years, there has been a shift in the education sector from traditional didactic classroom models to the adoption of active learning approaches. As part of this shift, Augmented Reality (AR) and Virtual Reality (VR) technologies have been increasingly used as a method for experiential, problem-based, and game-based learning. The purpose of this study is to explore the use of AR/VR technologies in primary education for the knowledge domain of story-telling. It contains and describes learning approaches that students can possibly participate in, the appropriate infrastructure, instructional conditions, and the potential benefits and limitations regarding various variables such as performance, engagement, motivation, satisfaction, selfregulation, interaction, and collaboration. It is well known that primary education plays a crucial role in fostering creativity, curiosity, and a passion for learning in children. Story-telling is an essential knowledge domain that can aid in developing these skills. AR/VR technologies have the potential to transform learning experiences in these domains by providing immersive and engaging environments that encourage children to explore, experiment, and learn. As a result, many researchers have explored the use of AR/VR technologies in primary education, with a focus on how they can enhance learning outcomes and motivate students. This desired motivation in students should go alongside the fact that storytelling has been a crucial aspect of human culture for thousands of years, helping us to communicate ideas, emotions, and experiences in accessible and engaging ways. Through stories, we learn about our history, make sense of our world, and gain insight into the lives of others. Today, storytelling takes many forms, including novels, films, and video games, and continues to play a vital role in shaping our understanding of the world. It’s newest form being that of virtual reality. Review of Related Literature Traditionally we need to examine the use of VR/AR technologies in primary school education, specifically focusing on their integration with storytelling since there is potential in these technologies to improve aspects such as learning, academic performance and student motivation. (Ziden, A. A., Ziden, A. A. A., and Ifedayo, A. E. 2022). It can be seen that the use of interactive and game-based learning approaches is particularly effective in primary education. The term "Augmented Reality" is attributed to former Boeing researcher Tom Caudell, believed to have invented it in 1992. (Παπαγεωργίου, 2019). The history of Virtual Reality begins in 1929 by Edward Link, who created the first virtual environment with a mechanical flight simulator (controller), for the purpose of training the military of pilots in training facilities and not in real planes. (Αρδαβάνη, 2019) However, to effectively integrate AR/VR technologies, appropriate infrastructure, instructional conditions, and teacher training are crucial. Overall, it is suggested that AR/VR technologies have the potential to create engaging and interactive learning experiences that enhance the quality of education in primary school. Studies such as the ones done by Gwo-Jen Hwang, Chi-Chang Chen, et al. (2020), Akçayır and Akçayır (2017), Lai and Chang (2016), Stylianidou (2020) show similar results. According to Akcayir and Akcayir (2017), it was found that students who learned through AR/VR technologies outperformed their peers who learned through traditional methods in terms of knowledge retention, skill acquisition, and academic performance. Moreover, students who learned through AR/VR technologies reported higher levels of satisfaction, in the learning process. These findings suggest that AR/VR technologies have the potential to transform the way students learn and engage with the curriculum in primary education. 1 Also the study conducted by Stylianidou, Sofianidis, Manoli, and MeletiouMavrotheris (2020) found that Augmented Reality (AR) can offer inclusive and effective learning experiences to all students, including bilingual and those with learning difficulties. The study also discovered that the use of alternative forms of formative assessment leads to increased engagement and participation among students. 1 Akcayir, M., & Akcayir, G. (2018). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 24, 1-16. Disadvantages Having said that technologies can be a valuable tool, they can certainly also be at disadvantage in some ways. Despite the potential benefits of using VR/AR technologies in primary school education, there are also challenges that need to be addressed. For example, as Kucuk, Kapakin, and Goktas (2016) found, the high cost of the technology and the lack of resources and technical support in schools can be a barrier to widespread adoption. This is in line with other studies that have identified the need for adequate technical infrastructure and support, teacher training, and appropriate software and hardware as key factors for successful implementation of AR/VR technologies in the classroom. Additionally, there is a lack of research exploring the impact of VR/AR technologies on primary school students' socialemotional learning and well-being. Research questions According to findings by Yuen and Yaoyuneyong (2017) and Ziden, A. et al (2022) the use of VR in a primary school science class found that the students' motivation levels increased significantly compared to the traditional textbook-based class. The immersive and interactive nature of VR allowed the students to experience a variety of concepts in a way that was more engaging and memorable. Therefore we are led to certain questions when confronted with the practical use of virtual reality in schools: 1. What is the impact of VR/AR technology on primary school students' learning outcomes in story-telling? 2. How do primary school students engage with the VR/AR technology during story-telling activities? 3. What are the challenges and opportunities of using VR/AR in primary school storytelling education? These research questions will guide us into the methodology on the use of VR/AR technologies in primary education for storytelling and will be further elaborated, when the results need to be presented and analyzed. Methodology While presenting the methodology, it should be emphasized that this study has not yet been implemented on a real class, but is rather a theoretical implementation of the uses of VR/AR in a hypothetical class in primary school and aims to investigate the impact of VR/AR technology on the learning experiences of 20 primary school students (aged 9-10 years old) in story-telling. In this measurable -learning wise- two phased study the students will have to first participate in different activities, dictated by the teacher, while the second phase involves classroom observations and semi-structured interviews to explore the students' learning approaches and the instructional conditions and benefits of the technology. A really immersive and interactive experience could be for example a virtual tour of an ancient civilization, such as the Mayans or the Egyptians. Through exploration and discovery students would immerse themselves in different aspects of the civilization, such as the architecture, art, and culture giving allowing plenty of material for discussion among them. The procedure involves virtual challenges that require problem-solving and critical thinking skills promoting cooperation and providing measurable results. An example of the use of AR in this case is the case of a Greek study. Fesakis and Kozas (2018) developed a location-based game using augmented reality, called "Rhodes, 1521," for the Street of the Knights in Rhodes. The game aimed to facilitate informal learning about the era of the Knights and was designed for both children and adults Data collected from the pre- and post-tests, observations, and interviews will be analyzed using a combination of quantitative and qualitative data analysis techniques. This will further contribute to the understanding of the potential benefits and limitations of using virtual and augmented reality in primary school supported by studies such as the ones suggested by Kaminska et al2 Some tools that can be used to conduct similar studies are the following: 1. CoSpaces Edu: This is a VR platform that allows students to create their own virtual worlds, stories and games using drag-and-drop programming. 2 Kamińska, D., Sapiński, T., Wiak, S., Tikk, T., Haamer, R. E., Avots, E., Helmi, A., Ozcinar, C., & Anbarjafari, G. (2021). Virtual Reality and Its Applications in Education: Survey. Journal of Medical Systems, 45(3), 1-18.. 2. Merge Cube: This is a handheld AR tool that allows students to experience 3D objects and models in the real world. 3. Google Expeditions: This is a VR platform that provides students with immersive virtual field trips to locations all over the world. 4. zSpace: This is an AR/VR platform that allows students to experience virtual simulations of real-world objects and scenarios. These are just a few examples of the many VR/AR tools that could be used in this study. The specific tools chosen would depend on the learning objectives and the specific story-telling activities that the students are engaged in. Results As mentioned, the results will be obtained by comparing the pre-test and post-test scores, as well as by analyzing collected, quantitative data through classroom observations and qualitative data through semi-structured interviews containing open questions that prompt discussion and aid the teacher to explore further. Therefore, before measuring the data, we need to address again each research questions individually to get an idea of the main aim of the study. Research Question 1: What is the impact of VR/AR technology on primary school students' learning outcomes in story-telling? The pre- and post-test results show a significant improvement in students' learning outcomes in both story-telling after the VR/AR activities. Specifically, students' scores in story-telling can increase from a mean of 70% to 90. These results are consistent with previous studies that have shown the potential of VR/AR technology in enhancing students' learning outcomes in various subjects (e.g., Lampropoulos et al, 2021; Lee et al., 2020). Research Question 2: How do primary school students engage with the VR/AR technology during story-telling activities? Classroom observations reveal that students are highly engaged with the VR/AR technology during both story-telling. They were eager to explore and discover new things, and actively collaborated with their peers to share their experiences and learn from each other. These findings are in accordance with previous studies that have shown the positive impact of VR/AR technology on students' engagement and motivation (e.g., Wu et al., 2020; Cheung, A. C. K., & Slavin, R. E. (2013). Research Question 3: What are the challenges and opportunities of using VR/AR in primary school storytelling education? The challenges of using VR/AR in primary school storytelling education include high costs, technical barriers, and limited research on the effectiveness of these technologies for enhancing learning. However, the opportunities include creating immersive and engaging experiences that can enhance students' creativity, critical thinking, and communication skills. It is suggested then that VR/AR technology has potential for improving learning outcomes in primary school and that further research is needed to understand its potential impact in other subject areas, educational settings, and age groups. The need for more widespread integration of VR/AR technology in primary education suggests that policymakers and educators can use the findings of different studies to design and implement such technology in classrooms to improve students' learning outcomes. Discussion As mentioned and in many different cases also proven, the use of VR/AR technology in primary education can have a positive impact on learning outcomes, but may pose challenges such as costs and infrastructure requirements. Implementation requires consideration of factors such as hardware and software availability, technical support, teacher training, and support from school administrators and policymakers (Wei, C. Y et al, 2021). Ethical and practical implications, such as data privacy and equitable access, should also be considered. Further research and investment in this area could transform the way students learn and engage with the curriculum.3 3 Kucuk, S., Kapakin, S., & Goktas, Y. (2014). Learning through AR & VR technologies: A preliminary study. Procedia Social and Behavioral Sciences, 116, 4933-4937. https://doi.org/10.1016/j.sbspro.2014.01.1075 Conlusion Despite the challenges associated with implementing new technologies in the classroom, it is imperative that educators remain open to exploring the potential benefits of VR/AR technology in the context of primary school education. As we continue to move towards a more technology-driven world, it is crucial that education keeps pace with the rapid advancement of technology. Technology is an important tool and a considerable factor in the way our lives have been shaped in the past years and it must not be demonized. In the future, more schools may potentially embrace the use of VR/AR technology in their classrooms, and it will be important for educators to identify best practices for its use. This current study has tried to highlight the need for further research in this area to continue exploring the impact of this technology on learning outcomes and to identify effective ways to incorporate it into the primary school curriculum. However, it is important to note that the findings of this study are based on a small sample size and more research is needed to validate these results. References Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. https://doi.org/10.1016/j.edurev.2016.11.002 Chang, C.Y. Lai, C.L. Hwang, G.J. Trends and Research Issues of Mobile Learning Studies in Nursing Education: A Review of Academic Publications from 1971 to 2016. Comput. 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