Journal ArticleDOI
Evaluation of learners' attitude toward learning in ARIES augmented reality environments
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.read more
Citations
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Advantages and challenges associated with augmented reality for education: A systematic review of the literature
Murat Akçayır,Gökçe Akçayır +1 more
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,Young-Gul Kim +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
Su Cai,Xu Wang,Feng-Kuang Chiang +2 more
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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