TOWARDS A MIXED REALITY LEARNING ENVIRONMENT IN THE CLASSROOM
Santiago González-Gancedo, M.-Carmen Juan, Ignacio Seguí, Noemí Rando, Juan Cano
2012
Abstract
In this paper, we present a novel study that emphasizes the use of Augmented Reality (AR) as a natural complement for the Virtual Reality Learning Environment (VRLE) model, towards a general acceptance of Mixed Reality Learning Environment (MRLE) in the classroom. Handheld devices help this scheme serving as general purpose computers available for use by other applications. AR has not been explored deeply enough to have full acceptance of use in the classroom. We present an application in which a tablet PC was used to evaluate our game, working with multimodal interaction provided by a tactile screen and an accelerometer. It can be played in two modes: combining AR and non-AR (NAR), and only NAR. Seventy-three children of primary school tested the system. For the learning outcomes, there were no statistically significant differences between both modes, but the AR mode enhanced highly user satisfaction and engagement. This confirms our hypothesis that AR can be an excellent complement to VRLE for the use in the classroom.
References
- Billinghurst, M. N. and Henrysson, A. (2006). Research Directions in Handheld AR. Int Journal of Virtual Reality, 5(2):251-58.
- Connolly, T. M., Stansfield, M., and Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1):1389-1415.
- De Freitas, S. and Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46(3):249-264.
- El Sayed, N. A. M., Zayed, H. H., and Sharawy, M. I. (2011). ARSC: Augmented reality student card. Computers & Education, 56(4):1045-1061.
- Fjeld, M., Fredriksson, J., Ejdestig, M., Duca, F., Bötschi, K., Voegtli, B., and Juchli, P. (2007). Tangible user interface for chemistry education: comparative evaluation and re-design. In Proceedings of the SIGCHI conference on Human factors in computing systems, CHI 7807, pages 805-808, New York, NY, USA. ACM.
- Freitas, R. and Campos, P. (2008). SMART: a SysteM of Augmented Reality for Teaching 2nd grade students. In Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2, BCS-HCI 7808, pages 27-30, Swinton, UK, UK. British Computer Society.
- Gardner, H. (1983). Frames of mind: The theory of multiple intelligences. New York: Basics.
- Inoue, Y. (2007). Concepts, applications, and research of virtual reality learning environments. International Journal of Human and Social Sciences, 2(1):1-7.
- Juan, M. C., Carrizo, M., Giménez, M., and Abad, F. (2011a). Using an augmented reality game to find matching pairs. In Proceedings of the 19th International Conference on Computer Graphics, Visualization and Computer Vision, pages 59-66.
- Juan, M. C., Furió, D., Alem, L., Ashworth, P., and Cano, J. (2011b). ARGreenet and BasicGreenet: Two mobile games for learning how to recycle. In Proceedings of the 19th International Conference on Computer Graphics, Visualization and Computer Vision'2011, pages 25-32.
- Kato, H. and Billinghurst, M. (1999). Marker tracking and hmd calibration for a video-based augmented reality conferencing system. In Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality 7899, pages 85-94. IEEE.
- Kaufmann, H. and Schmalstieg, D. (2003). Mathematics and geometry education with collaborative augmented reality. Computers & Graphics, 27(3):339-345.
- Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice-Hall.
- Law, E., Kickmeier-Rust, M., Albert, D., and Holzinger, A. (2008). Challenges in the development and evaluation of immersive digital educational games. In HCI and Usability for Education and Work, volume 5298, pages 19-30. Springer Berlin / Heidelberg.
- Lee, E. A.-L., Wong, K., and Fung, C. (2010). How does desktop virtual reality enhance learning outcomes? a structural equation modeling approach. Computers & Education, 55(4):1424-1442.
- O'Shea, P., Mitchell, R., Johnston, C., and Dede, C. (2009). Lessons learned about designing augmented realities. International Journal of Gaming and ComputerMediated Simulations, 1(1):1-15.
- Pan, Z., Cheok, A., Yang, H., Zhu, J., and Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1):20-28.
- Shaffer, D. W., Squire, K. T., Halverson, R., Gee, J. P., et al. (2004). Video games and the future of learning. Phi delta kappan, 87(2):104.
- Wang, K.-H., Chen, L.-C., Chu, P.-Y., and Cheng, Y.-M. (2009). A study on the design of augmented reality user interfaces for mobile learning systems in heritage temples. In Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009, VMR 7809, pages 282-290, Berlin, Heidelberg. Springer-Verlag.
- Woods, E., Billinghurst, M., Looser, J., Aldridge, G., Brown, D., Garrie, B., and Nelles, C. (2004). Augmenting the science centre and museum experience. In Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia, GRAPHITE 7804, pages 230-236, New York, NY, USA. ACM.
- Yang, J. C., Chen, C. H., and Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for english learning. Computers & Education, 55:1346- 1356.
Paper Citation
in Harvard Style
González-Gancedo S., Juan M., Seguí I., Rando N. and Cano J. (2012). TOWARDS A MIXED REALITY LEARNING ENVIRONMENT IN THE CLASSROOM . In Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012) ISBN 978-989-8565-02-0, pages 434-439. DOI: 10.5220/0003836304340439
in Bibtex Style
@conference{grapp12,
author={Santiago González-Gancedo and M.-Carmen Juan and Ignacio Seguí and Noemí Rando and Juan Cano},
title={TOWARDS A MIXED REALITY LEARNING ENVIRONMENT IN THE CLASSROOM},
booktitle={Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012)},
year={2012},
pages={434-439},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0003836304340439},
isbn={978-989-8565-02-0},
}
in EndNote Style
TY - CONF
JO - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2012)
TI - TOWARDS A MIXED REALITY LEARNING ENVIRONMENT IN THE CLASSROOM
SN - 978-989-8565-02-0
AU - González-Gancedo S.
AU - Juan M.
AU - Seguí I.
AU - Rando N.
AU - Cano J.
PY - 2012
SP - 434
EP - 439
DO - 10.5220/0003836304340439