Affordances of Augmented Reality in Science Learning: Suggestions for Future Research
read more
Citations
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
International Encyclopedia of the Social and Behavioral Sciences (vol. 10)
Augmented Reality Trends in Education: A Systematic Review of Research and Applications.
The impact of virtual, augmented and mixed reality technologies on the customer experience
Evaluation of learners' attitude toward learning in ARIES augmented reality environments
References
Situated Cognition and the Culture of Learning
A survey of augmented reality
A Taxonomy of Mixed Reality Visual Displays
Interaction design: beyond human-computer interaction
Interaction Design: Beyond Human-Computer Interaction.
Related Papers (5)
Current status, opportunities and challenges of augmented reality in education
Frequently Asked Questions (10)
Q2. What are the future works mentioned in the paper "Affordances of augmented reality in science learning: suggestions for future research" ?
Additionally, with regard to research methods, qualitative analyses ( e. g., interviews, observations, videotaping, or discourse analysis ) for exploring the learning process are the commonly adopted methods in both image-based and location-based AR research. Based on the results revealed in Fig. 6, the present paper offers some suggestions for possible future research directions. An overview of AR research issues in science learning studies in the future. For instance, designing different scaffolding mechanisms ( e. g., instructional prompts or mid-activity reviews ) for learning science in AR-related scenarios could be considered in future studies.
Q3. What are the main aspects of the usability goals?
While the usability goals include several cognitive dimensions (e.g., effectiveness, efficiency, safety, utility, learnability, and memorability) for evaluating a product or a system, the user experience goals concern several affective variables, such as perceiving satisfaction, enjoyment, fun, entertainment, helpfulness, motivation, esthetic pleasure, support of creativity, reward, and emotional fulfillment.
Q4. What are the main aspects of science learning afforded by image-based AR?
Due to the fact that image-based AR technology is focused on the presentation of threedimensional space, its affordances for science learning are mainly related to spatial ability and extended to practical skills or conceptual understanding.
Q5. What could be considered in future studies?
For instance, designing different scaffolding mechanisms (e.g., instructional prompts or mid-activity reviews) for learning science in AR-related scenarios could be considered in future studies.
Q6. What are the main factors that are important to engage students in the AR-related activity?
In O’Shea et al.’s (2011) study, it was found that theuse of GPS-enabled handhelds, the opportunity to collect data outside classroom, and the interactions among the game roles within the team dynamic are crucial factors to engage learners in the AR-related activity.
Q7. What is the role of the mental models in the learning process?
Since the unique affordances of AR technology are superimposing computer-generated information on an individual’s view of the real world, his/her mental models, which involve internal thinking processes or representations about how something works in the external reality (Johnson-Laird 1980), might play a role in the AR-related learning.
Q8. What was considered to be incorporated into the AR system?
To be more specific, the capability of adding and removing elements and of changing the speed of animations was considered to be incorporated into the AR system.
Q9. What was the interesting measurement used in the study?
Another interesting measurement used in Rosenbaum et al.’s (2007) study is that the learning outcomes regarding understanding of a dynamic system in a game context were measured by pre- and post-surveys via diagram drawing.
Q10. What is the possibility of combining image-based and location-based AR in science learning?
After acquiring an understanding of the conservation of fish (e.g., pollution issues in a river) with an image-based AR book, an environmental inquiry activity (e.g., detecting the polluted elements on a campus which threaten the conservation of fish) could be incorporated into the learning process with the aid of location-based AR technology.