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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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Journal ArticleDOI

Advantages and challenges associated with augmented reality for education: A systematic review of the literature

TL;DR: In this article, a systematic review of the literature on augmented reality (AR) used in educational settings is presented, considering factors such as publication year, learner type (e.g., K-12, higher education, and adult), technologies in AR, and the advantages and challenges of using AR in educational setting.
Journal Article

Augmented Reality Trends in Education: A Systematic Review of Research and Applications.

TL;DR: A systematic review of literature on augmented reality in educational settings considering the factors mentioned before is presented in this article, where 32 studies published between 2003 and 2013 in 6 indexed journals were analyzed.
Journal ArticleDOI

The impact of virtual, augmented and mixed reality technologies on the customer experience

TL;DR: A new taxonomy of technologies is proposed, namely the “EPI Cube”, which allows academics and managers to classify all technologies, current and potential, which might support or empower customer experiences, but can also produce new experiences along the customer journey.

Beyond the Usefulness and Ease of Use : Extending the TAM for a World - Wide - Web Context

Ji-Won Moon, +1 more
TL;DR: This study introduces playfulness as a new factor that reflects the user’s intrinsic belief in WWW acceptance and extends and empirically validate the Technology Acceptance Model (TAM) for the WWW context.
Journal ArticleDOI

A case study of Augmented Reality simulation system application in a chemistry course

TL;DR: This study targeted "the composition of substances" segment of junior high school chemistry classes and involved the design and development of a set of inquiry-based Augmented Reality learning tools, concluding that the AR tool has a significant supplemental learning effect as a computer-assisted learning tool.
References
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Journal ArticleDOI

The input-interface of Webcam applied in 3D virtual reality systems

TL;DR: This research explores a virtual reality application based on Web camera (Webcam) input-interface that can replace with the mouse to control direction intention of a user by the method of frame difference and finds that perceived playfulness is positive association with attitude toward using.
Journal ArticleDOI

Implications of differentiating and understanding constructivist approaches

TL;DR: The authors identify sources of confusion among interpretations off information processing, cognitive constructivist, social constructivist and sociocultural approaches to understand classroom learning and suggest different ways of setting up learning environments.
Proceedings ArticleDOI

Dynamic creation of interactive mixed reality presentations

TL;DR: A method of dynamic creation of interactive presentations for Mixed Reality environments created automatically for collections of multimedia objects arbitrarily arranged in virtual presentation spaces stored in a database is described.
Book ChapterDOI

Development of a 3D Virtual Laboratory with Motion Sensor for Physics Education

TL;DR: A three-dimensional (3D) virtual laboratory simulation system for physics education that will help students easily understand the physical concepts of dynamics while reducing misconceptions that can arise during physics lessons on force and motion.
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