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    Item type:Publication,
    From Virtual Worlds to Real-World Equity: A Scoping Review of the Metaverse as Computer-Assisted Learning for STEM Competencies
    (2026)
    Franklin Parrales-Bravo
    ;
    Roberto Tolozano-Benites
    ;
    Janio Jadán-Guerrero
    ;
    Leonel Vasquez-Cevallos
    ;
    Víctor Gómez-Rodríguez
    This scoping review critically synthesizes 34 studies (2015–2026) examining the metaverse’s role in fostering six core STEM competencies, moving beyond descriptive reporting to interrogate whether these technologies constitute genuine pedagogical transformation, whose learners are served or excluded, and how isolated interventions connect into lifelong learning pathways. Following PRISMA-ScR guidelines, our analysis reveals that while technology literacy and collaboration appear in 91.2% of our selected studies, mathematical application is addressed in fewer than half (44.1%), raising unanswered questions about whether this pattern reflects an equitable distribution of mathematical learning opportunities across diverse learner populations—a question the current evidence base cannot answer but one that warrants urgent investigation. The evidence demonstrates substantial immediate learning gains through embodied presence and risk-free experimentation, yet a deeper reading suggests this often represents technological optimization of traditional goals rather than epistemological transformation. More troublingly, the concentration of inclusivity evidence on select populations—while rendering students with physical disabilities, Indigenous learners, and refugee students entirely invisible—reveals an equity paradox where immersive technologies may inadvertently amplify existing disparities. The absence of any longitudinal data linking short-term engagement to sustained STEM participation leaves the field’s claim to transformative impact unsubstantiated. This review argues for moving beyond fragmented interventions toward designing coherent, equitable learning pathways that fulfill the metaverse’s potential for all learners. © 2026 by the authors.
      3
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    Item type:Publication,
    Enhancing Industrial Processes Through Augmented Reality: A Scoping Review
    (2025) ;
    Aracely M. Vallejo
    ;
    Paulina Ayala
    ;
    Marcelo V. Garcia
    ;
    Jose E. Naranjo
    Augmented reality (AR) in industry improves training and technical assistance by overlaying digital information on real environments, facilitating the visualisation and understanding of complex processes. It also enables more effective remote collaboration, optimising problem solving and decision making in real time. This paper proposes a scoping review, using PRISMA guidelines, on the optimisation of industrial processes through the application of AR. The objectives of this study included characterising successful implementations of AR in various industrial processes, comparing different hardware, graphics engines, associated costs, and determining the percentage of optimisation achieved through AR. The databases included were Scopus, SpringerLink, IEEExplore, and MDPI. Eligibility criteria were defined as English-language articles published between 2019 and 2024 that provide significant contributions to AR applications in engineering. The Cochrane method was used to assess bias. The rigorous selection process resulted in the inclusion of 38 articles. Key findings indicate that AR reduces errors and execution times, improves efficiency and productivity, and optimises training and maintenance processes, leading to cost savings and quality improvement. Unity 3D is the most widely used graphics engine for AR applications. The main applications of AR are in maintenance, assembly, training and inspection, with maintenance being the most researched area. Challenges include the learning curve, high initial costs, and hardware limitations.
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