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Journal ArticleDOI

Evaluation of learners' attitude toward learning in ARIES augmented reality environments

Rafał Wojciechowski, +1 more
- 01 Oct 2013 - 
- Vol. 68, Iss: 68, pp 570-585
TLDR
According to this study, perceived usefulness and enjoyment had a comparable effect on the attitude toward using augmented reality environments, however, perceived enjoyment played a dominant role in determining the actual intention to use them.
Abstract
The ARIES system for creating and presenting 3D image-based augmented reality learning environments is presented. To evaluate the attitude of learners toward learning in ARIES augmented reality environments, a questionnaire was designed based on Technology Acceptance Model (TAM) enhanced with perceived enjoyment and interface style constructs. For empirical study, a scenario of a chemistry experimental lesson was developed. The study involved students of the second grade of lower secondary school. As follows from this study, perceived usefulness and enjoyment had a comparable effect on the attitude toward using augmented reality environments. However, perceived enjoyment played a dominant role in determining the actual intention to use them. The interface style based on physical markers had significant impact on perceived ease of use. Interface style and perceived ease of use had a weak influence on perceived enjoyment. In contrast, these two constructs had a significantly stronger influence on perceived usefulness.

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Citations
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The effect of augmented reality on the astronomy achievement and interest level of gifted students

TL;DR: AR-supported astronomy teaching activities positively affected the experimental group students’ astronomy achievement and interest in astronomy, and the experimentalgroup students expressed many positive opinions about the AR applications within the categories of technical features and cognitive and affective features.
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Exploring Users’ Behavioral Intention to Adopt Mobile Augmented Reality in Education through an Extended Technology Acceptance Model

TL;DR: In this paper , a modified technology acceptance model is proposed to understand the factors that maximize the user's experience prior to the application of AR technology in the digital era of education, and the results show that the intention to use AR is positively influenced directly by quality output, perceived usefulness and perceived ease of use, and indirectly by playfulness.
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Inclusive museums and augmented reality: Affordances, participation, ethics and fun

TL;DR: In this paper, a structured research review was used to examine the ways in which AR being used in, or developed for, museums to support access for disabled people and /or those with cognitive or sensory impairments.
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Exploring students’ acceptance of educational computer games from the perspective of learning strategy

TL;DR: In this article, the role of learning strategies in students' acceptance of educational computer games has received surprisingly little scholarly attention, and two learning scenarios were proposed to address this question: students in the first scenario were offered an educational computer game with a learning strategy, while those in the second were offered the same game without the strategy.
References
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Book

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TL;DR: This work has shown that legitimate peripheral participation in communities of practice is not confined to midwives, tailors, quartermasters, butchers, non-drinking alcoholics and the like.

Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
Journal ArticleDOI

Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
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