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Original article

Using augmented reality to support a software editing course for college students

Y.‐H. Wang

Corresponding Author

E-mail address: annywang12345@hotmail.com

Department of Educational Technology, Tamkang University, , Taiwan

Correspondence: Yi‐Hsuan Wang, Department of Educational Technology, Tamkang University, Room ED614, No. 151, Ying‐Chuan Road, Tamsui, Taipei Hsien 251, Taiwan. Email: annywang12345@hotmail.com

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First published: 20 June 2017
Cited by: 1

Abstract

This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online‐based and AR‐based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating in the study. The experimental group (E.G.) learned with the AR‐based contents, while the control group (C.G.) learned with the online‐based support. The findings demonstrated the potential of AR techniques for supporting students' learning motivation and peer learning interaction, and the AR‐based contents could be used as scaffolding to better support blended learning strategies. The AR‐based learning interaction could also be a trigger arousing learners' interest in becoming active learners and the students presented great learning involvement after the AR‐based supports were removed, while the learners in the C.G. were passive once the supports had been removed. Moreover, it was found that (1) their lack of experience with AR interaction and applications, (2) the slow speed of the Internet in the school, (3) the affordances of each learner's mobile learning devices, (4) the screen size of the learning interface and (5) the overloading of the learning information from the AR contents and teacher lectures might be the reasons why the learners were still more used to the online‐based support. It was therefore concluded that when integrating AR applications into a course, technology educational researchers should take into careful consideration the target learning content design, the amount of information displayed on the mobile screen and the affordances of the learning equipment and classroom environment so as to achieve a suitable learning scenario.

Lay Description

What is already known about this topic

  • The integration of AR into the educational field brings new possibilities for teaching, learning and interaction.
  • The integration of AR with pedagogical strategies such as scaffolding or blended learning brings positive learning effects for learners.

What this paper adds

  • The paper proposes a comparative research study exploring the effectiveness of using existing media contents, online‐based content and AR‐based learning contents to assist learners taking a college software editing course.
  • The AR‐based contents could not only act as scaffolding for blended learning but could also be a trigger to arouse the learners' interest in being active learners.
  • The learners in the study felt more suited to the online‐based blended learning possibly because of the target learners' learning level, combined with their inexperience and the limitations of their mobile devices.

Implications for practice and/or policy

  • AR‐based blended learning strategy could be a form of scaffolding to help students achieve their learning goals without interrupting the course flow.
  • The amount of information displayed on the AR learning content should be carefully designed.
  • The affordances of devices and class environment are key factors to achieve a good AR learning scenario.

Number of times cited: 1

  • , Effectiveness of Enhancing Classroom by Using Augmented Reality Technology, Advances in Human Factors in Training, Education, and Learning Sciences, 10.1007/978-3-319-93882-0_13, (125-133), (2018).