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Book ChapterDOI

Towards Evaluating and Modelling the Impacts of Mobile-Based Augmented Reality Applications on Learning and Engagement

TLDR
This research aims to evaluate and model the impacts of design parameters towards learning and engagement and outline the methodological and analytical techniques as well as discuss the implications of the anticipated findings.
Abstract
Mobile augmented reality applications are increasingly utilized as a medium for enhancing learning and engagement in history education. Although these digital devices facilitate learning through immersive and appealing experiences, their design should be driven by theories of learning and instruction. We provide an overview of an evidence-based approach to optimize the development of mobile augmented reality applications that teaches students about history. Our research aims to evaluate and model the impacts of design parameters towards learning and engagement. The research program is interdisciplinary in that we apply techniques derived from design-based experiments and educational data mining. We outline the methodological and analytical techniques as well as discuss the implications of the anticipated findings.

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Citations
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Journal ArticleDOI

An inquiry-based augmented reality mobile learning approach to fostering primary school students’ historical reasoning in non-formal settings

TL;DR: The results showed that students’ conceptual understanding and historical empathy increased from pre to post for both conditions, and Statistically significant differences were found between the AR field trip and the traditional field trip students in the development of empathy and conceptual understanding.
Proceedings Article

Augmented Reality and Print Communication

TL;DR: This paper examines whether AR can affect attention to textual information and 2) affect engagement with a print medium and in follow up studies, the impact of AR enabled print media on organizational outcomes is examined.

Augmented Reality and Print Communication Research-in-Progress

TL;DR: In this article, the authors examined whether AR can affect attention to textual information and engagement with a print medium and found that AR can make a viewer's interaction with the print media more engaging, which is likely to improve learning as well as other important organizational outcomes.
References
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Journal ArticleDOI

The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice

TL;DR: The control-value theory of achievement emotions as discussed by the authors is based on the premise that appraisals of control and values are central to the arousal of achievement emotion, including activity-related emotions such as enjoyment, frustration, and boredom experienced at learning, as well as outcome emotions relating to success or failure.
Journal ArticleDOI

Design Research: Theoretical and Methodological Issues

TL;DR: In this paper, the authors outline the goals of design research and how it is related to other methodologies, and provide guidelines for how design research can best be carried out in the future.
Journal ArticleDOI

Current status, opportunities and challenges of augmented reality in education

TL;DR: Viewing AR as a concept rather than a type of technology would be more productive for educators, researchers, and designers, and certain features and affordances of AR systems and applications are identified.
Proceedings ArticleDOI

The State of Educational Data Mining in 2009: A Review and Future Visions

TL;DR: This paper reviewed the history and current trends in the field of EDM and discussed trends and shifts in the research conducted by this community, and discussed the increased emphasis on prediction, the emergence of work using existing models to make scientific discoveries, and the reduction in the frequency of relationship mining within the EDM community.
Journal ArticleDOI

Immersive interfaces for engagement and learning.

TL;DR: Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.
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