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Creators/Authors contains: "Upadhyay, Bhargav"

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  1. Advancements in computer technology have revolutionized extended reality (XR) experiences, including augmented reality (AR), virtual reality (VR), mixed reality (MR), and 360° photography and videography. These technologies have found widespread adoption in various educational contexts, from K-12 schools to universities. However, community and technical colleges in the United States have been slower to adopt these innovative instructional modalities. This study aims to investigate the factors influencing the adoption of XR technologies at 2-year institutions, guided by the consolidated framework for implementation research (CFIR). A qualitative research approach was applied by interviewing 13 educators from 2-year colleges to identify their perception and the challenges faced while implementing XR-enabled instruction. Limited availability of XR educational content, restricted development opportunities of XR content, limited integration of these technologies with existing learning management systems, resource constraints and training needs of educators are some of the factors that hinder implementation of these technologies at 2-year colleges. 
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  2. Augmented reality (AR) has the potential to enhance the learning experience of students by providing collaborative, interactive, and immersive environments. This paper reports a systematic literature review focused on examining the research studies on the use of AR in higher education from January 2018 to October 2022, specifically in the context of collaborative learning. The initial search resulted in a total of 2537 studies, of which 20 were analyzed for final review. The main findings suggest that learning using AR-enabled collaborative learning benefits students’ overall knowledge gain, improves task performance, reduces task errors, and provides a positive collaboration experience in higher education settings. This article concludes by discussing the implications of these findings and their use as guidelines by educators, designers, and researchers for developing effective collaborative AR learning content. 
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