TY - JOUR
T1 - Hybrid Augmented Reality for Participatory Learning
T2 - The Hidden Efficacy of Multi-User Game-Based Simulation
AU - Oh, Seungjae
AU - So, Hyo Jeong
AU - Gaydos, Matthew
N1 - Funding Information:
Portions of this research study were presented at the TEI'16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. This work was supported by the National Research Foundation of Korea (NRF) grant funded by the Korea government (Ministry of Science, ICT & Future Planning) (No. NRF-2015R1C1A1A02037692).
Funding Information:
Portions of this research study were presented at the TEI’16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. This work was supported by the National Research Foundation of Korea (NRF) grant funded by the Korea government (Ministry of Science, ICT & Future Planning) (No. NRF-2015R1C1A1A02037692).
Publisher Copyright:
© 2017 IEEE.
PY - 2018/1/1
Y1 - 2018/1/1
N2 - The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction of light through full-body immersion using optical see-through AR glasses, projection-based AR, and gesture technology. In particular, we developed two different types of simulations for ARfract , namely a game-based simulation and a non-game simulation to explore how the order of different AR simulations influences the perceived usability, user behaviors, learning experiences, and learning outcomes. For the experiment, 10 dyads were randomly assigned to one of the two experimental conditions: 1) the game-to-non-game condition and 2) the non-game-to-game condition. The results indicate that the learners who experienced the game-based simulation before the non-game simulation performed better than did the other group with the reversed experience order. This paper also reports the usability, user behaviors, and learning experience issues regarding the affordances of hybrid AR technologies. The major contribution of this proof-of concept research is that it articulates our understanding of how particular configurations (i.e., order) of the emerging technologies (i.e., hybrid Augmented Reality systems) and its use can lead to different learning outcomes.
AB - The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction of light through full-body immersion using optical see-through AR glasses, projection-based AR, and gesture technology. In particular, we developed two different types of simulations for ARfract , namely a game-based simulation and a non-game simulation to explore how the order of different AR simulations influences the perceived usability, user behaviors, learning experiences, and learning outcomes. For the experiment, 10 dyads were randomly assigned to one of the two experimental conditions: 1) the game-to-non-game condition and 2) the non-game-to-game condition. The results indicate that the learners who experienced the game-based simulation before the non-game simulation performed better than did the other group with the reversed experience order. This paper also reports the usability, user behaviors, and learning experience issues regarding the affordances of hybrid AR technologies. The major contribution of this proof-of concept research is that it articulates our understanding of how particular configurations (i.e., order) of the emerging technologies (i.e., hybrid Augmented Reality systems) and its use can lead to different learning outcomes.
KW - Augmented Reality
KW - embodied interaction
KW - informal learning
KW - refraction of light
KW - wearable technology
UR - http://www.scopus.com/inward/record.url?scp=85044863435&partnerID=8YFLogxK
U2 - 10.1109/TLT.2017.2750673
DO - 10.1109/TLT.2017.2750673
M3 - Article
AN - SCOPUS:85044863435
SN - 1939-1382
VL - 11
SP - 115
EP - 127
JO - IEEE Transactions on Learning Technologies
JF - IEEE Transactions on Learning Technologies
IS - 1
ER -