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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Augmented Reality in Education 2023: innovations, applications, and future directions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Serhiy O. Semerikov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrii M. Striuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Academy of Cognitive and Natural Sciences</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Digitalisation of Education of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11 Vitalii Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Zhytomyr Polytechnic State University</institution>
          ,
          <addr-line>103 Chudnivsyka Str., Zhytomyr, 10005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>1</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>The 6th International Workshop on Augmented Reality in Education (AREdu 2023) brought together researchers and practitioners to explore the latest innovations and applications of AR technologies in educational contexts. This paper presents an overview of the workshop's proceedings, comprising 13 peer-reviewed papers spanning diverse areas. Key themes include the integration of AR with other emerging technologies like AI and VR, the design of immersive learning environments, and the evaluation of AR's impact on learning outcomes and motivation. Despite the challenges posed by the ongoing war in Ukraine, AREdu 2023's hybrid format enabled global participation and knowledge sharing. The papers collectively demonstrate AR's potential to transform education and provide valuable insights to guide future research and implementation eforts.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;augmented reality</kwd>
        <kwd>educational technology</kwd>
        <kwd>immersive learning</kwd>
        <kwd>STEM education</kwd>
        <kwd>teacher training</kwd>
        <kwd>virtual environments</kwd>
        <kwd>empirical studies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>• Virtualization of learning: principles, technologies, tools
• Augmented reality gamification
• Design and implementation of augmented reality learning environments
• Augmented reality in science education
• Augmented reality in professional training and retraining</p>
      <p>The workshop’s proceedings showcase the breadth and depth of current research on educational
AR. From theoretical frameworks to empirical studies and practical applications, the papers
collectively demonstrate AR’s immense potential to enhance learning experiences, foster engagement and
motivation, and develop critical 21st-century skills.</p>
    </sec>
    <sec id="sec-2">
      <title>2. AREdu 2023 committees</title>
      <sec id="sec-2-1">
        <title>Organizing committee</title>
      </sec>
      <sec id="sec-2-2">
        <title>Program committee</title>
        <p>
          • Andrii Striuk, Kryvyi Rih National University, Ukraine [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
• Serhiy Semerikov, Kryvyi Rih State Pedagogical University, Ukraine [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
• Irina Georgescu, Bucharest University of Economic Studies, Romania [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]
• Filip Górski, Poznan University of Technology, Poland [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]
• Dragoş Daniel Iordache, National Institute for Research and Development in Informatics - ICI
        </p>
        <p>
          Bucuresti, Romania [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]
• M.-Carmen Juan, Universitat Politècnica de València, Spain [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]
• Michael Kerres, University Duisburg-Essen, Germany [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]
• Gabor Kiss, J. Selye University, Slovakia [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]
• Ranesh Kumar Naha, Queensland University of Technology, Australia [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]
• Nina Rizun, Gdańsk University of Technology, Poland [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]
• Tetiana Vakaliuk, Zhytomyr Polytechnic State University, Ukraine [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]
• Nataliia Veretennikova, Lviv Polytechnic National University, Ukraine [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]
Additional reviewers
• Olha Bondarenko, Kryvyi Rih State Pedagogical University, Ukraine [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]
• Roman Danel, VŠTE České Budějovice, Czechia [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]
• Vita Hamaniuk, Kryvyi Rih State Pedagogical University, Ukraine [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]
• Hamraz Javaheri, German Research Center for Artificial Intelligence (DFKI), Germany [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]
• Christos Kaltsidis, Democritus University of Thrace, Greece [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]
• Oleksandr Kolgatin, Simon Kuznets Kharkiv National University of Economics, Ukraine [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]
• Yaroslav Krainyk, Petro Mohyla Black Sea National University, Ukraine [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]
• Hennadiy Kravtsov, Kherson State University, Ukraine [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]
• Volodymyr Kukharenko, Kharkiv National Automobile and Highway University, Ukraine [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]
• Svitlana Lytvynova, Institute for Digitalisation of Education of the NAES of Ukraine, Ukraine [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]
• Iryna Mintii, Institute for Digitalisation of Education of the NAES of Ukraine [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]
• Andrii Morozov, Zhytomyr Polytechnic State University, Ukraine [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]
• Pavlo Nechypurenko, Kryvyi Rih State Pedagogical University, Ukraine [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]
• Yulia Nosenko, Institute for Digitalisation of Education of the NAES of Ukraine, Ukraine [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]
• Vasyl Oleksiuk, Ternopil Volodymyr Hnatiuk National Pedagogical University, Ukraine [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]
• Kateryna Osadcha, Norwegian University of Science and Technology, Norway [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]
• Viacheslav Osadchyi, Borys Grinchenko Kyiv University, Ukraine [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]
• Liubov Panchenko, National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic
        </p>
        <p>
          Institute”, Ukraine [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]
• Olha Pinchuk, Institute for Digitalisation of Education of the NAES of Ukraine, Ukraine [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]
• Serhiy Semerikov, Kryvyi Rih State Pedagogical University, Ukraine [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ]
• Yevhenii Shapovalov, Junior Academy of Sciences of Ukraine, Ukraine [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ]
• Andrii Striuk, Kryvyi Rih National University, Ukraine [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]
• Nataliia Valko, Kherson State University, Ukraine [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ]
• Kateryna Vlasenko, National University of “Kyiv-Mohyla Academy”, Ukraine [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]
• Yuliia Yechkalo, Kryvyi Rih National University, Ukraine [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ]
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Proceedings overview</title>
      <sec id="sec-3-1">
        <title>3.1. Virtualization of learning: principles, technologies, tools</title>
        <p>
          The paper “Using native virtualization technologies for teaching IP telephony to future IT specialists”
by Pavlenko and Pavlenko [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ] explores the application of virtualization technologies for teaching IP
telephony to future IT specialists. The efective training of these students requires the development
of competencies in installing, operating and maintaining various operating systems and IP telephony
software in both local and global network environments. One potential solution to address the challenges
of providing such training is the introduction of virtualization technology in the educational process.
        </p>
        <p>The paper reviews diferent types of virtualization approaches, including full emulation,
paravirtualization, native virtualization, operating system-level virtualization, and application-level virtualization.
It concludes that native virtualization is the most suitable for creating a virtual training laboratory for
IP telephony, as it allows running multiple guest operating systems designed for the same architecture
as the host, simulating a computer network with IP telephony servers and clients on a single personal
computer.</p>
        <p>The study then compares three popular native virtualization solutions—VMware Workstation,
Parallels Workstation, and VirtualBox—in terms of their features, supported operating systems, network
adapters, licensing costs, etc. Based on this analysis, VirtualBox is identified as the optimal tool for
developing a network lab for training future IT professionals in IP telephony, given its support for
multiple operating systems, ability to connect up to 36 network adapters to a virtual machine, and free
distribution.</p>
        <p>Using VirtualBox, a repository of virtual machines was created to support a series of laboratory
works on topics such as installing Asterisk and Free PBX, configuring IP telephony servers, setting up
dial plans, managing calls, integrating voice services and menus, etc. The virtual laboratory includes
server hosts running Ubuntu and Asterisk Free PBX and client hosts running Windows and Linux with
IP telephony software like Linphone Desktop (figure 2). This setup enables students to simulate the
interaction of server hosts on the Internet and test IP telephony features on user devices.</p>
        <p>To evaluate the efectiveness of the proposed virtualization-based training approach, a pedagogical
experiment was conducted involving control and experimental groups of students from Berdyansk
State Pedagogical University. The experimental group used the VirtualBox-based virtual laboratory,
while the control group used a traditional hardware network laboratory.</p>
        <p>The results showed positive dynamics in the levels of knowledge acquisition and skill development
in both groups, but the improvement was more pronounced in the experimental group. The share
of students who completed 75-90% of the tasks increased by 14% (vs 5% in the control), and those
completing more than 50% of advanced tasks increased by 40% (vs no change in the control). Statistical
tests confirmed significant diferences in the learning outcomes of the two groups after the experiment.</p>
        <p>
          The research “Integration of laboratory equipment in remote learning environments” by Vasylieva
et al. [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ] examines the integration and implementation strategies for laboratory work within remote
learning environments, alongside an analysis of virtual laboratories as an alternative to traditional
practical training. The study is motivated by the unprecedented challenges faced by higher education
institutions in conducting laboratory instruction during the COVID-19 pandemic and the ongoing
Russian invasion of Ukraine. These crises have catalyzed a rapid transition from physical to virtual
learning spaces, necessitating innovative solutions for practical skill development, particularly in
technical disciplines.
        </p>
        <p>The paper begins by reviewing the global impact of the pandemic on education, highlighting the
mass disruption of learning activities and the digital divide in access to personal computers and internet
connectivity. It then discusses the expansion of web-based distance education in higher education and
the need for constant improvement in technological and methodological support. Research on the
efectiveness, advantages, and barriers of online learning is emphasized, alongside the importance of
engaging students in the virtual environment.</p>
        <p>The integration of laboratory work in remote settings is identified as a critical challenge, especially
for STEM fields that require interaction with physical equipment. Remote and virtual laboratories are
proposed as potential solutions, with the former involving real equipment controlled via software and
hardware interfaces and the latter emulating experiments through mathematical models.</p>
        <p>The case study focuses on the laboratories of bioelectronics and biomechanics at the Department of
Computer Information Technologies, Donbas State Engineering Academy. These labs are equipped with
modern computer numerical control (CNC) machines and 3D printers, which allow students to translate
computer models into physical objects. The CNC machines include the Krechet-4060 for 2D/3D milling
and the Sherline 5410 and 4410 for drilling, milling, and turning. The FARM2 3D printer is used for
additive manufacturing with various plastics.</p>
        <p>While full automation of these machines for remote operation is currently infeasible due to the need
for human intervention in specific tasks (e.g., tool/material changeout), the paper explores possibilities
for remote monitoring and control. Existing solutions using open-source firmware, single-board
computers, and client-server architectures are reviewed. For example, the RepRap system enables
web-based control of 3D printers, with potential enhancements through sensor integration and machine
learning for quality monitoring.</p>
        <p>The universal testing machine UIT STM 001 is also considered for remote laboratory work on the
mechanical properties of materials. In addition to partial remote access, virtual laboratory simulations
are proposed as an alternative approach. A prototype virtual lab for a “Resistance of Materials” course
is described (figure 3), which replicates the entire experimental cycle from sample preparation to data
analysis.</p>
        <p>
          The study “Developing pre-service teachers’ digital competence through informatics disciplines in
teacher education programs” by Moiseienko et al. [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ] investigated the efectiveness of the proposed
didactic conditions and structural-functional model for developing pre-service teachers’ digital
competence through informatics disciplines in teacher education programs. The rapid digitalization of society
and education has highlighted the need for educators to possess a high level of digital competence to
integrate digital technologies into their professional practice efectively. However, studies have revealed
that pre-service teachers often lack suficient digital competence, suggesting that existing informatics
courses do not adequately contribute to the full and targeted development of this competence.
        </p>
        <p>To address this issue, a structural-functional model was developed, incorporating three specific
didactic conditions:
1. Motivational conditionality of subjects’ interaction in the digital learning environment.
2. Structuring of educational information in problematic, heuristic and integrative learning models
and its translation into project activities.
3. Ensuring a systematic, complicated nature of students’ learning activities with diagnostics and
timely correction of outcomes using modern ICT.</p>
        <p>A pedagogical experiment was conducted to test the efectiveness of the proposed didactic conditions
and model. The study followed a quasi-experimental design with a control group ( = 93) and an
experimental group ( = 95) of pre-service teachers from two Ukrainian pedagogical universities over
four academic years. The control group studied according to traditional informatics discipline programs,
while the experimental group followed an experimental program implementing the proposed didactic
conditions and model.</p>
        <p>Digital competence formation was assessed according to four structural-criterial components
(motivational-value, cognitive-informational, operational-activity, and personal-reflexive) using a range of
diagnostic methods, including tests, questionnaires, interviews, practical tasks, competency matrices,
expert evaluations, case studies, educational projects, and reflective blogs.</p>
        <p>The experimental group demonstrated positive, statistically significant dynamics in the levels of
digital competence formation compared to the control group, with the greatest development observed
in the cognitive-informational (+35.79%) and motivational-value (+25.26%) components. Paired-sample
t-tests revealed significant improvements in the experimental group’s digital competence scores across
all four components, while independent-sample t-tests showed significantly higher post-experiment
scores for the experimental group compared to the control group.</p>
        <p>Qualitative findings from thematic analysis of interviews, case studies, educational projects, and blog
entries revealed several key themes related to the development of digital competence in the experimental
group, including enhanced motivation and engagement, improved understanding of digital technologies,
increased confidence in using digital tools, collaborative learning and peer support, and reflective
practice and self-awareness.</p>
        <p>The results confirm the efectiveness of the proposed didactic conditions and structural-functional
model for developing pre-service teachers’ digital competence through informatics disciplines. The
ifndings underscore the importance of adopting a holistic, integrated approach to informatics disciplines,
combining technical skills, pedagogical knowledge, and practical application through authentic,
projectbased learning experiences.</p>
        <p>The study has implications for teacher education policy and practice. It suggests the need to prioritize
the intentional and systematic development of pre-service teachers’ digital competence, adopt
evidencebased strategies, and invest in necessary infrastructure, resources, and support systems. Future research
could explore the long-term impact of digital competence development interventions and adapt the
proposed model for diferent contexts and specializations within teacher education.</p>
        <p>
          The adoption of the new Law of Ukraine “On Education” in 2017 granted greater autonomy to schools
in academic, organizational, financial and personnel matters. This shift requires new approaches to
train school principals and directors in strategic management skills. The paper “Implementing business
simulation games for strategic management training of educational leaders in Ukraine” by Pazdrii and
Kuprievych [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ] explores the use of business simulation games as an innovative tool to develop the
economic and managerial competencies needed by educational leaders to navigate these reforms.
        </p>
        <p>The authors conducted a case study of training held in Ukraine from 2016 to 2021 that utilized business
simulations. Over 1,200 participants from preschool, secondary, vocational and higher education
institutions were surveyed regarding their perceptions and learning outcomes. The results highlighted
a gap between how schools and private businesses perceive key concepts like customers, products
and resources. Over 50% of directors agreed schools are economic entities, 87% saw students as the
“raw material”, and clients were identified as parents, the state, universities and sometimes businesses.
However, some directors rejected applying classical management principles to schools.</p>
        <p>The paper identifies several objective reasons for this disconnect, including the legacy of the industrial
economy, the absolutism of the socialist system, and low human value in the USSR. Subjective factors
were also noted, such as unwillingness to change, lack of tools to transition from public administration
to autonomy, legislative uncertainty, and a lack of mutual understanding between the educational and
business communities.</p>
        <p>To overcome these challenges, the authors propose a systemic approach to economic management
training that engages all levels – customers (students), teachers, deputy principals and principals.
For leaders, it recommends viewing schools as non-profit economic organizations optimizing limited
resources. Deputies are encouraged to expand their roles to encompass marketing, finance and HR.
External stakeholder engagement with other schools, clients, businesses and authorities is also emphasized
as crucial.</p>
        <p>The paper reviews diferent training technologies and concludes that business games and simulations
are the most accessible and impactful for quickly developing practical skills. Gamification and virtual
reality, while promising, are seen as too resource-intensive and immersive for time-constrained
principals. The authors share best practices and lessons learned from delivering over 120 simulation-based
trainings to 600+ educational leaders from 2015-2020. Key success factors included setting expectations
to challenge traditional thinking, explaining economic terminology, updating digital skills, providing
guidance on interpreting results, and linking the simulation to real-world education sector reforms.</p>
        <p>
          The adoption of digital technologies in education has accelerated rapidly in recent times, driven by
technological progress and catalyzed by the global COVID-19 pandemic. The article “The educational
technology landscape in Ukraine” by Nehrey and Zomchak [
          <xref ref-type="bibr" rid="ref48">48</xref>
          ] analyzes the present landscape and
prospects for Educational Technology (EdTech) in Ukraine.
        </p>
        <p>Eficiency analyses using the Data Envelopment Analysis (DEA) methodology were performed to
assess the efectiveness of education expenditures in Europe and Central Asia. The results revealed
substantial opportunities for Ukraine to enhance educational outcomes via increased investment and
technology integration. While European countries generally demonstrated efective education spending,
Ukraine and other former Soviet countries exhibited extremely ineficient expenditures. A second
DEA model evaluating the eficiency of education in producing an advanced labour force showed that
countries with lower spending on education, like Ukraine, achieved higher eficiency than those with
significant expenditures, like Germany. These findings suggest great potential for productivity gains
through EdTech innovations in Ukraine.</p>
        <p>Globally, venture capital funding for EdTech reached a peak during the pandemic but has since
declined to pre-2017 levels. China has been the top investor over the past decade, with the US and
Europe trailing significantly behind. The Ukrainian EdTech startup ecosystem has expanded to over
80 companies, with 11 projects recognized among the top 200 in Europe by HolonIQ. These startups
deliver solutions spanning tutoring (Preply), language instruction (EnglishDom), MOOCs (Prometheus),
K-12 education (EdPro), information platforms (Osvitoria), learning management systems (Na Urok,
eTutorium), IT education (Mate academy), and writing tools (Grammarly).</p>
        <p>A comparative analysis of prominent Ukrainian EdTech projects highlighted their strengths, such as
reaching large audiences, leveraging innovative technologies, and ofering practical solutions. However,
challenges were also identified, including limited mobile applications, high product costs, lack of ofline
support, and strong competition.</p>
        <p>A SWOT analysis of Ukraine’s EdTech ecosystem revealed critical internal factors. Strengths included
growing government and private sector demand for digital education and the potential for productivity
gains. Weaknesses encompassed high technology costs, financing dificulties, bureaucratic hurdles,
underdeveloped infrastructure, and lack of impact data. External opportunities were identified in the
large student population, data-driven insights for educational improvement, and potential for workforce
optimization. Threats included cybersecurity risks, inconsistent outcomes across contexts, and the
potential for data access to exacerbate inequalities.</p>
        <p>
          To fully realize the potential of EdTech in Ukraine, the authors recommend several strategic priorities:
1. Increase government spending on education and innovative technologies
2. Ensure access to financing for EdTech startups
3. Accelerate the digitalization of education through afordable ICT and e-government initiatives
4. Engage non-governmental organizations in promoting EdTech adoption
5. Create an enabling environment for the development of the EdTech ecosystem
Educational technology is a dynamic field with continuous developments and innovations shaping
research directions and priorities. The Educational Technology Quarterly (ETQ) ofers valuable insights
into evolving trends within this domain through its broad publication of studies across various
educational contexts and technologies. The paper “Shifting sands: analyzing trends in educational technology
research published in Educational Technology Quarterly (2021-2023)” by Semerikov et al. [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ] provides
a bibliometric analysis of 72 research articles published in ETQ from 2021-2023 to identify key themes
and changes in focus over this period.
        </p>
        <p>The study utilized the VOSViewer software tool to conduct a bibliometric analysis of the abstract
corpus. Author keywords were extracted, and maps of co-occurring keywords were generated and
visualized (figure 4). Various bibliometric techniques were applied, including keyword analysis, temporal
analysis, network analysis of co-occurrences, and geographic analysis of author locations.
The keyword analysis revealed five distinct clusters of research topics:
1. Digital competence development and technology systems
2. Pedagogical models and educational concepts
3. Technological infrastructure and frameworks
4. Research methods and processes
5. COVID-19 pandemic-related research</p>
        <p>Central keywords spanning multiple clusters, such as “learning”, “level”, “problem”, and “efectiveness”,
indicated interdisciplinary topics connecting these research domains.</p>
        <p>The temporal analysis mapped keywords by their publication dates, revealing patterns and changes
in research focus over time. COVID-19-related terms emerged abruptly in 2021 and remained frequent,
reflecting a surge in pandemic-driven research. “Cloud” gained traction in 2021, pointing to growing
attention on cloud-based technologies and remote learning. Newer topics like “gamification” and “virtual
chemical laboratory” gained prominence in 2022 and 2023. By 2023, keywords like “methodology”,
“problem”, and “programming” overtook some earlier topics, indicating a return to more foundational
research as the acute pandemic period receded. “Digital competence” displayed a rapidly growing,
sustained interest since 2022.</p>
        <p>The network analysis revealed strong linkages between keywords, such as “learning” and “level”,
and “cloud” and “environment.” “Model” and “problem” formed connections across multiple clusters,
suggesting their interdisciplinary nature. Peripheral keywords like “future specialist” and “virtual
chemical laboratory” had fewer connections, pointing to their more domain-specific focus.</p>
        <p>The geographic analysis of author afiliations highlighted the global distribution of research
published in ETQ. While Ukraine dominated with 69% of publications, contributions from other countries,
particularly Poland, the United States, and Israel, were notable. The proportion of contributions from
Middle Eastern and African countries grew from 0% in 2021 to 25% in 2023, indicating increasing global
diversification.</p>
        <p>This bibliometric analysis provides quantitative evidence of recent trends and the evolving landscape
of educational technology research in ETQ. The findings portray a field adapting to current shocks
like the COVID-19 pandemic while expanding in scope and attention to longer-term priorities like
enhancing digital skills. However, this study represents only a preliminary examination, and further
work could conduct more sophisticated statistical analyses, contextualize the findings within broader
technological and educational contexts, and compare ETQ’s coverage with other journals in the field.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Augmented reality gamification</title>
        <p>
          Gamification, the use of game design elements in non-game contexts, is a promising approach for
enhancing motivation and engagement in software engineering education. However, its applications
and efects are not yet well understood. The paper “A systematic review of gamification in software
engineering education” by Korniienko et al. [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ] aimed to synthesize the current state of evidence on
the use and impacts of gamification in software engineering education.
        </p>
        <p>The review followed the PRISMA 2020 guidelines (figure 5). Scopus searched for peer-reviewed
papers published up to March 1, 2023, that described empirical studies of gamification in software
engineering courses and measured impacts on learning outcomes and/or student perceptions. Study
characteristics, gamification approaches, software engineering topics, research methods, and key
ifndings were extracted. The risk of bias was assessed using an adapted ROBINS-I tool. Quantitative
and qualitative results were synthesized narratively, and the certainty of evidence was evaluated using
the GRADE approach.</p>
        <p>Twenty-nine studies met the inclusion criteria. The studies most commonly employed points (17
studies), challenges (14 studies), leaderboards (11 studies), and badges (9 studies) to gamify the learning
of software process (12 studies), software design (9 studies), and software professional practices (7
studies). The majority of studies (21) reported positive impacts on student engagement, motivation,
and/or performance, but the lack of validated measurement instruments and controlled study designs
Records identified through database searching</p>
        <p>(n = 486)
Duplicate records removed</p>
        <p>(n = 26)
Records screened</p>
        <p>(n = 460)
Records excluded based on title/abstract</p>
        <p>(n = 398)
Full-text articles assessed for eligibility</p>
        <p>(n = 62)
Full-text articles excluded</p>
        <p>(n = 35)
– Not an empirical study (n = 14)</p>
        <p>– Not gamification (n = 9)
– Not software engineering ( n = 7)
– Duplicate report (n = 3)
– Not accessible (n = 2)
Studies included in review</p>
        <p>(n = 29)
limited the quality of evidence. Most studies (18/29) had a serious overall risk of bias, primarily due to
confounding and selection bias. The certainty of evidence was rated as low or very low for all outcomes.</p>
        <p>The review found that a variety of gamification strategies have been applied in software engineering
education, primarily in university courses. The impacts on learning outcomes were generally positive
but small and inconsistent across studies. The efects on student engagement and motivation were more
consistently positive, but the evidence was of very low certainty. User experiences and acceptance of
gamified learning activities were mostly positive but with low certainty evidence. The heterogeneity in
gamification designs, software engineering topics, and educational contexts, as well as the
methodological limitations of the primary studies, precluded robust quantitative synthesis and definitive conclusions
about the efectiveness of gamification.</p>
        <p>Gamification appears to be a promising approach for enhancing software engineering education, but
more rigorous, theory-driven research is needed to identify efective strategies for specific learning
objectives and contexts. Educators and researchers should carefully consider how specific gamification
elements align with target competencies and pedagogical principles, balance extrinsic rewards and
intrinsic motivation, engage students as co-designers, and plan for the resources and support needed
for successful implementation.</p>
        <p>This systematic review found that gamification is an increasingly popular but under-researched
approach in software engineering education. While the evidence suggests some positive impacts,
particularly on student engagement and motivation, the certainty of the evidence is low. Future research
should employ rigorous, controlled designs and validated measures to evaluate the efectiveness of
specific gamification strategies for targeted software engineering learning outcomes. Attention to
implementation fidelity and the resources needed to overcome potential barriers will also be critical for
realizing the potential of gamification to transform software engineering education.</p>
        <p>
          The study “Gamification in higher education: methodology” by Yechkalo et al. [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ] examines the
implementation of gamification in higher education, focusing on its efectiveness and pedagogical
conditions. Gamification, the application of game-design elements and principles in non-game contexts,
has emerged as a promising approach to enhance student engagement and learning outcomes. However,
its successful integration into higher education requires careful consideration of pedagogical conditions
and a systematic methodology.
        </p>
        <p>The research presents a structural-functional model for gamification in higher education, comprising
ifve key blocks: objective, content, methodological-organizational, diagnostic, and resultant (figure 6).
The objective block defines the purpose and objectives of the educational process, while the content block
includes the pedagogical conditions for efective gamification use. The methodological-organizational
block outlines the technology for implementing gamification, and the diagnostic block specifies criteria
and levels for evaluating its efectiveness. Finally, the resultant block establishes the desired outcome of
the model’s implementation.</p>
        <p>Two key pedagogical conditions are proposed to increase the efectiveness of gamification in higher
education significantly:
1. Developing positive motivation for using gamification by engaging students in quasi-professional
activities that simulate real-world problem situations.
2. Strengthening the practical orientation of the educational process based on the principles of
variability and combining traditional and innovative methods, forms, and activities.</p>
        <p>These conditions aim to enhance student motivation, bridge the gap between theory and practice,
and promote the development of relevant professional skills.</p>
        <p>To validate the proposed methodology and pedagogical conditions, a pedagogical experiment was
conducted involving control and experimental groups of students. The efectiveness of gamification
was evaluated using three criteria: motivational, cognitive, and operational, each with four levels: high,
suficient, medium, and low. These criteria were assessed using various indicators, such as students’
interest and participation in learning activities, completeness and systematicity of knowledge, and
ability to apply skills in professional contexts.</p>
        <p>The results of the formative stage of the experiment showed significant improvements in the
experimental group across all three criteria. The proportion of students demonstrating high levels of
gamification efectiveness increased, while those at medium and low levels decreased. These changes
were more pronounced in the experimental group compared to the control group, highlighting the
impact of the implemented methodology and pedagogical conditions.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Design and implementation of augmented reality learning environments</title>
        <p>
          The paper “Designing an immersive cloud-based educational environment for universities: a
comprehensive approach” by Semerikov et al. [
          <xref ref-type="bibr" rid="ref52">52</xref>
          ] presents a comprehensive approach to designing an
immersive cloud-based educational environment (ICBEE) for universities. As digital transformation
advances in higher education, there is a growing need for innovative learning environments that
leverage cutting-edge technologies to enhance the quality and accessibility of educational services.
Immersive learning approaches based on augmented reality (AR) and virtual reality (VR), combined
with the power and flexibility of cloud computing, ofer new opportunities for creating interactive,
engaging, and practice-oriented educational experiences.
        </p>
        <p>The paper defines an ICBEE as an integrated system that combines AR/VR tools, cloud services,
learning management platforms, and various educational resources and activities to support learning,
research, and management processes in a university setting. The design and implementation of such
environments require a solid scientific and methodological foundation that considers the complex
interplay of technological, pedagogical, and organizational factors.</p>
        <p>The paper identifies the main structural components of ICBEE as spatial-semantic, technological,
content, communication, and immersive. These components form an integrated system in which
physical and digital spaces are blended, cloud-based tools and platforms mediate the learning process,
and immersive technologies add an extra layer of interactivity and engagement.</p>
        <p>Objective block:
Goal: Efective use of gamification as a means of teaching
programming to future teachers of vocational education.</p>
        <p>Tasks: Development and implementation of methods for using
gamification as a tool for teaching programming to future
vocational educators.</p>
        <p>Content block:
Pedagogical conditions:
1. Development of positive motivation for using gamification
through engagement in quasi-professional activities.
2. Strengthening the practical focus of the educational process.</p>
        <p>Methodological-organizational block:
Forms of learning
organization</p>
        <p>Methods of learning
Learning tools
Diagnostic block:</p>
        <p>Resultant block:
Criteria: motivational, cognitive, operational
Levels: high, suficient, average, low
Efective use of gamification as a means of teaching programming
to future teachers of vocational education.</p>
        <p>The functional modules and services of ICBEE include a learning management module, immersive
learning content authoring and delivery module, institutional repository module, learning analytics
and reporting module, communication and collaboration services, and IT infrastructure management
and security services. The integration and interoperability of these modules and services are essential
for creating a seamless and efective educational experience.</p>
        <p>The paper also discusses the principles of designing immersive learning experiences, such as
interactivity and engagement, realism and authenticity, adaptability and personalization, multimodality
and multisensory feedback, collaborative and social learning, and safety and ethics. Guidelines for
developing educational AR applications and approaches to designing VR simulations and training
systems are provided, along with specific examples.</p>
        <p>The proposed general metamodel of ICBEE captures its essential elements and their relationships,
consisting of four main layers: infrastructure, platforms and services, educational content and
applications, and learning and research activities (figure 7). The metamodel highlights the cross-cutting
aspects of ICBEE, such as the development of learners’ digital competencies and the integration and
interoperability of diferent components and services.</p>
        <p>Immersive Learning Experiences</p>
        <p>Learning &amp; Research Activities</p>
        <p>Digital Competencies Development
Immersive Learning Content</p>
        <p>Educational Applications &amp; Content</p>
        <p>Learning Analytics &amp; Assessment
AR/VR Development Tools</p>
        <p>Cloud Platforms &amp; Services</p>
        <p>Learning Management
Hardware &amp; Devices</p>
        <p>Cloud Infrastructure</p>
        <p>Administration &amp; Security</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Augmented reality in science education</title>
        <p>
          The article “Enhancing mathematics education with GeoGebra and augmented reality” by Kramarenko
et al. [
          <xref ref-type="bibr" rid="ref53">53</xref>
          ] explores the potential of integrating GeoGebra software with augmented reality technology
to enhance mathematics education. GeoGebra, a powerful dynamic mathematics software, allows for
the interactive exploration of mathematical concepts through dynamic visualizations. Its recent venture
into AR, with GeoGebra AR applications, presents exciting opportunities for engaging students with
mathematical ideas in innovative ways.
        </p>
        <p>The article examines current research on GeoGebra AR in mathematics education and provides
examples of its applications across various mathematical domains and educational levels. In secondary
mathematics education, studies have shown that integrating GeoGebra AR improves students’ spatial
intelligence, academic performance, and problem-solving skills compared to traditional instruction.
GeoGebra AR has been applied to topics such as geometry (visualizing 3D shapes, exploring
crosssections), algebra (graphing functions), and trigonometry (exploring graphs and transformations).</p>
        <p>In higher education and STEAM (Science, Technology, Engineering, Arts, and Mathematics) contexts,
GeoGebra AR has been used to enhance learning in calculus (visualizing 3D graphs and solids of
revolution), engineering mathematics (spatial geometry), and interdisciplinary projects that connect
mathematics with arts, culture, and history. These applications demonstrate the versatility of GeoGebra
AR in promoting visualization, conceptual understanding, and authentic learning experiences.</p>
        <p>The article also discusses the potential of AR technology to support and enhance key aspects of
mathematical thinking. GeoGebra AR can serve as a tool to connect abstract mathematical knowledge to
real-world situations, enable hypothesis testing and knowledge construction through the manipulation
of AR models, and aford novel embodied interactions related to perspective, scale, and depth. However,
more research is needed to unpack the cognitive processes involved and design AR-based tasks that
optimize learning.</p>
        <p>A case study on stereometry teaching is presented, showcasing tasks on combinations of polyhedra
and solids of revolution, stereometric problems of applied content, and project work in GeoGebra 3D
(figure 8). The case study highlights how AR can provide dynamic visualizations of 3D geometrical
shapes, foster understanding of their relationships and construction methods, and enable intuitive hand
gesture-based interactions. Project work, such as modelling playgrounds or artists’ rooms, can integrate
GeoGebra AR to develop students’ STEM competencies, critical thinking, creativity, and collaboration
skills.</p>
        <p>To efectively incorporate GeoGebra AR into mathematics curricula, the article recommends
aligning AR activities with learning objectives, providing clear instructions and scafolding, encouraging
collaborative learning, assessing learning outcomes, and gathering feedback for iterative refinement.
Professional development for teachers is crucial, as is attention to technological infrastructure and
equity.</p>
        <p>
          The increasing digitalization of education has highlighted the need for pre-service teachers in
mathematics, physics and computer science to develop competencies in efectively utilizing information
and communication technologies (ICT) in their teaching practice. Free and open-source software (FOSS)
presents a valuable opportunity for educators to access powerful tools without the financial and legal
barriers associated with proprietary software. The article “The utility of free software in the teaching of
mathematics, physics and computer science for pre-service teachers” by Velychko and Fedorenko [
          <xref ref-type="bibr" rid="ref54">54</xref>
          ]
examines the theoretical and methodological foundations for integrating FOSS into the professional
training of pre-service teachers in these disciplines.
        </p>
        <p>The study proposes a system for applying FOSS in teacher education, encompassing conceptual,
content and technological components (figure 9). The conceptual subsystem outlines the goals,
approaches, and principles of the system, with the primary objective of enhancing pre-service teachers’
ICT competencies through FOSS. The content subsystem defines the structure of these competencies,
emphasizing areas such as information and data literacy, digital content creation, and problem-solving.
It also highlights the importance of open educational resources and e-learning. The technological
subsystem focuses on the practical implementation, including stages of competency development,
teaching methods, FOSS tools, and learning formats.</p>
        <p>The efectiveness of the proposed system was evaluated through an experimental study involving
240 students from pedagogical universities in Ukraine. The results showed that the experimental group
taught using the FOSS-based system, demonstrated significantly higher levels of ICT competency
compared to the control group. In particular, they exhibited better skills in using FOSS tools for
problemsolving, digital content creation and collaboration. The study also found a positive impact on student’s
motivation and confidence in their ability to integrate technology into their future teaching practice.</p>
        <p>The paper discusses the benefits of FOSS in education, including cost savings, flexibility, skill
development, and opportunities for collaboration. However, challenges such as lack of awareness, technical
support, and training for educators have also been acknowledged. To address these, the authors propose</p>
        <p>CONCEPTUAL SUBSYSTEM
Purpose</p>
        <p>Problem</p>
        <p>Approaches</p>
        <p>Principles</p>
        <p>CONTENT SUBSYSTEM
Structural components of
information competence</p>
        <p>Leading idea: study</p>
        <p>of technologies
Open systems and standards; open
education; e-learning; free software
TECHNOLOGICAL SUBSYSTEM</p>
        <p>Stages of formation of
information competence
Methods</p>
        <p>Means</p>
        <p>Forms</p>
        <p>SUBSYSTEM OF QUALITATIVE
AND QUANTITATIVE PARAMETERS</p>
        <p>Criteria for assessing IT competence
Levels of formation of information competence</p>
        <p>The result is an increase in the
level of information competence
recommendations for integrating FOSS into teacher education programs:
1. Raise awareness about the benefits of FOSS among stakeholders
2. Provide training and support for educators to use FOSS tools efectively
3. Encourage collaboration and resource sharing within and across institutions
4. Integrate FOSS into the curriculum across disciplines
5. Foster partnerships with FOSS communities and industry</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Augmented reality in professional training and retraining</title>
        <p>
          Understanding the dynamics and outcomes of combat engagements is critical for analyzing military
tactics, identifying best practices, and developing practical recommendations. However, open-source
information on past battles is often incomplete, biased, or lacking the necessary detail for thorough
analysis. Seeking to address this challenge, the paper “Interactive 3D visualizations for studying combat
experiences and life cycles” by Barkatov et al. [
          <xref ref-type="bibr" rid="ref55">55</xref>
          ] proposes the use of interactive 3D visualizations in
conjunction with the After Action Review (AAR) methodology and mathematical combat modelling to
reconstruct and analyze combat experiences.
        </p>
        <p>The key criterion for assessing the 3D visualizations is the degree of their adequacy to the actual
combat episode in terms of stages, timeline, and elements. The visual information should approach
reality maximally. Proposed criteria include information completeness and reliability, battle dynamics,
efectiveness of combat actions, and accurate representation of terrain characteristics. NATO’s AAR
methodology, which focuses on establishing the facts, analyzing the causes and contributing factors,
and deriving actionable lessons, is employed to structure the analysis.</p>
        <p>Mathematical modelling of combat using Lanchester’s equations complements the AAR by quantifying
the dynamics and outcomes of engagements. By considering diferent initial force ratios, attrition rates,
and engagement termination conditions, analysts can explore the sensitivity of outcomes to various
factors and highlight the leverage points for achieving desired results.</p>
        <p>The design of an efective combat visualization system follows principles of modularity, scalability,
interoperability, user-centricity, and extensibility. The pipeline involves the formation, geometric
processing, and rasterization of reliable data, while control programs handle initialization and interaction
with the external environment (figure 10). Techniques such as discarding invisible terrain sections and
reducing the utilization of distant areas help to optimize performance.</p>
        <p>Modeled battle
episode state
Interaction
interface with modeled
battle episode
Preliminary
visualization</p>
        <p>Storage of current
battle episode</p>
        <p>description
Preparation of
battle episode
objects for display</p>
        <p>Optimization
of intelligence
data flow</p>
        <p>Geometric
processing stage
Rasterization stage</p>
        <p>Battle episode
image</p>
        <p>The process of creating interactive 3D visualizations of combat episodes involves a systematic
approach to data collection, terrain and entity modelling, animation, and interactive rendering. Key
steps include:
1. Gathering and analyzing information from various sources to reconstruct the battle in suficient
detail.
2. Building a 3D model of the terrain using a digital elevation model and overlaying relevant features.
3. Placing 3D models of personnel, vehicles, and equipment according to their initial positions.
4. Animating the actions of each entity throughout the battle based on the collected data.
5. Integrating additional elements to enhance the immersion and information content of the
visualization.
6. Rendering the complete visualization and packaging it for interactive display on various platforms.</p>
        <p>The methodology is demonstrated through two case studies from the war in Eastern Ukraine: the
defence of the “Seroga” strongpoint near Sanzharivka on January 28, 2015, and the assault on
Logvinove on February 12, 2015. For each case, the 3D visualization was created using the Interactive 3D
Visualization Constructor software, which allowed users to freely move the camera, pause and resume
the playback, and toggle information overlays.</p>
        <p>The AAR of these battles identified several key lessons, including the importance of well-prepared
defensive positions, the decisive role of artillery and MLRS, the value of timely and organized
withdrawals, and the criticality of situational awareness and rapid decision-making. These lessons were
subsequently incorporated into training and doctrine for Ukrainian mechanized units.</p>
        <p>Beyond AAR, the visualizations served as case studies for professional military education, exposing
students to the complexity and chaos of modern combat. The realistic and immersive nature of the
presentations also facilitated understanding and communication of the battles’ significance when
briefing senior leaders.</p>
        <p>As the fidelity and sophistication of modelling and simulation technologies advance, the potential
applications of interactive 3D visualization in the military domain will only expand. From mission
planning and rehearsal to after-action review and training, immersive visualizations will play an
increasingly central role in preparing the armed forces for the challenges of 21st-century warfare.</p>
        <p>The rapid advancement of digital technologies is transforming educational practices across all sectors,
with immersive technologies like virtual reality at the forefront of this revolution. In vocational higher
education, there is growing interest in using VR to enhance students’ professional training. VR ofers
unique afordances for creating realistic simulations of workplace environments, allowing students to
practice skills in safe, controlled settings and providing experiences that would be dificult or impossible
to replicate in traditional educational contexts.</p>
        <p>
          The paper “Methodical foundations and implementation strategies for virtual reality in professional
training of vocational higher education students” by Yechkalo and Tkachuk [
          <xref ref-type="bibr" rid="ref56">56</xref>
          ] aim to provide
comprehensive methodical foundations for implementing VR in the professional training of vocational
higher education students. The researchers present a detailed model for VR integration, outline key
pedagogical conditions, and ofer evidence-based recommendations for educators and institutions.
        </p>
        <p>The proposed model consists of five interconnected components: the goal block,
theoretical-methodological block, content block, organizational-methodological block, and diagnostic-resultant block
(figure 11). The goal block focuses on defining clear, measurable learning objectives that align VR activities
with overall curriculum goals and industry skill requirements. The theoretical-methodological block
draws on established learning theories while leveraging the unique afordances of VR, incorporating
principles like experiential learning, situated learning, and collaborative learning. The content block
outlines strategies for designing VR learning content and activities, including realistic modelling,
interactive elements, scenario-based learning, and feedback mechanisms. The organizational-methodological
block addresses the practical considerations of VR implementation, such as technology infrastructure,
instructor training, student orientation, and health &amp; safety protocols. The diagnostic-resultant block
emphasizes the importance of ongoing assessment and evaluation to refine and improve VR integration.</p>
        <p>The paper also identifies two key pedagogical conditions for efective VR use: motivation for
professional activities and integration of VR methodology. Enhancing student motivation through realistic
previews of workplaces, low-stakes experimentation, and gamified skill development is crucial.
Integrating VR into the curriculum coherently and systematically, rather than treating it as an isolated tool,
is essential for maximizing its educational impact.</p>
        <p>A particularly promising application of VR in vocational training is the creation of virtual workshops
and laboratories. These immersive environments allow students to practice using specialized equipment,
conduct experiments, troubleshoot scenarios, collaborate on projects, and explore dangerous or
hardto-access settings—all without the risks and costs associated with physical facilities. Key features of</p>
        <p>Goal block
Research objective: justification and development of a
methodology for using virtual reality in the professional
training process of pre-tertiary vocational education students.</p>
        <p>Theoretical-methodological block
Methodological approaches</p>
        <p>Teaching principles</p>
        <p>Content block
Recommendations for teachers on the efective use
of virtual reality in the professional training
process of pre-tertiary vocational education students.</p>
        <p>Organizational-methodological block
Teachers</p>
        <p>Students
Diagnostic-resultant block</p>
        <p>Criteria, indicators, and levels</p>
        <p>Result: achieving the research objective
efective virtual workshops include high-fidelity 3D modelling, physics-based interactions, customizable
scenarios, data analytics, and multi-user functionality.</p>
        <p>The paper provides detailed implementation recommendations, emphasizing the importance of
starting with small-scale pilot projects, providing comprehensive instructor training, aligning VR
activities with existing curricula, and establishing robust assessment mechanisms. Institutions must also
address challenges related to high initial costs, student comfort and well-being, skills transfer assessment,
technological obsolescence, equity and access, content development, and ethical considerations.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>The proceedings of the 6th International Workshop on Augmented Reality in Education (AREdu 2023)
ofer a comprehensive snapshot of the current state of research and practice in this dynamic field. The
papers presented at the workshop demonstrate the creativity, rigour, and passion of a global community
of scholars and practitioners committed to harnessing the power of AR to enhance teaching and learning.</p>
      <p>From theoretical frameworks and methodological innovations to real-world applications and
empirical studies, the contributions span a wide range of topics and contexts, reflecting the diversity
and vitality of the field. They showcase the potential of AR to revolutionize education by creating
immersive, interactive, and personalized learning experiences that foster engagement, motivation, and
deep understanding.</p>
      <p>At the same time, the proceedings also highlight the challenges and opportunities that lie ahead.
Realizing AR’s full promise in education will require sustained investment in research and
development, teacher preparation and support, infrastructure and resources, and policies and standards that
promote equity and excellence. It will also demand ongoing collaboration and dialogue among diverse
stakeholders to ensure that the technology serves the needs and aspirations of all learners.</p>
      <p>The Academy of Cognitive and Natural Sciences (https://acnsci.org/), in partnership with Kryvyi Rih
State Pedagogical University and Kryvyi Rih National University, had the pleasure of hosting the 6th
International Workshop on Augmented Reality in Education (AREdu 2023).</p>
      <p>We extend our sincere gratitude to the authors who submitted their papers and the delegates for their
active participation and unwavering interest in our workshops, which have provided a platform for the
exchange of ideas and innovation. Our heartfelt appreciation goes to the program committee members
for their continuous guidance and to the peer reviewers, whose diligent eforts have substantially
enhanced the quality of the papers by providing constructive criticisms, improvements, and corrections.
We acknowledge and thank the authors for their significant contributions to the workshop’s success.</p>
      <p>Furthermore, we express our most profound appreciation to the CEUR-WS.org team (https://ceur-ws.
org/), the only sponsor of the AREdu workshop series since 2018.</p>
      <p>We had excellent presentations and fruitful discussions that broadened our professional horizons,
and we trust that all participants derive immense satisfaction from this workshop. We look forward to
the day when we will be able to meet again in person under more tranquil and peaceful circumstances.</p>
    </sec>
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