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author Santos, Marc Ericson C.
Chen, Angie
Taketomi, Takafumi
Yamamoto, Goshiro
Miyazaki, Jun
Kato, Hirokazu
author_facet Santos, Marc Ericson C.
Chen, Angie
Taketomi, Takafumi
Yamamoto, Goshiro
Miyazaki, Jun
Kato, Hirokazu
Santos, Marc Ericson C.
Chen, Angie
Taketomi, Takafumi
Yamamoto, Goshiro
Miyazaki, Jun
Kato, Hirokazu
collection Education Resources Information Center
contents Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation Santos, Marc Ericson C. Chen, Angie Taketomi, Takafumi Yamamoto, Goshiro Miyazaki, Jun Kato, Hirokazu Simulated Environment Educational Technology Technology Uses in Education Meta Analysis Qualitative Research Design Kindergarten Elementary Secondary Education Computers Computer Software Evaluation Methods Visualization Questionnaires Effect Size Program Effectiveness Performance Academic Achievement Equipment Cognitive Processes Multimedia Instruction Learning Theories Memorization Experiential Learning Literature Reviews Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore Digital Library and other learning technology publications. Forty-three of these articles conducted user studies, and seven allowed the computation of an effect size to the performance of students in a test. In our meta-analysis, research show that ARLEs achieved a widely variable effect on student performance from a small negative effect to a large effect, with a mean effect size of 0.56 or moderate effect. To complement this finding, we performed a qualitative analysis on the design aspects for ARLEs: display hardware, software libraries, content authoring solutions, and evaluation techniques. We explain that AR incur three inherent advantages: real world annotation, contextual visualization, and vision-haptic visualization. We illustrate these advantages through the exemplifying prototypes, and ground these advantages to multimedia learning theory, experiential learning theory, and animate vision theory. Insights from this review are aimed to inform the design of future ARLEs.
format Recurso educativo Open Access
id eric_EJ1156590
institution ERIC Institute of Education Sciences
language en
publishDate 2014
record_format eric
spellingShingle Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation
Santos, Marc Ericson C.
Chen, Angie
Taketomi, Takafumi
Yamamoto, Goshiro
Miyazaki, Jun
Kato, Hirokazu
Simulated Environment
Educational Technology
Technology Uses in Education
Meta Analysis
Qualitative Research
Design
Kindergarten
Elementary Secondary Education
Computers
Computer Software
Evaluation Methods
Visualization
Questionnaires
Effect Size
Program Effectiveness
Performance
Academic Achievement
Equipment
Cognitive Processes
Multimedia Instruction
Learning Theories
Memorization
Experiential Learning
Literature Reviews
Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation Santos, Marc Ericson C. Chen, Angie Taketomi, Takafumi Yamamoto, Goshiro Miyazaki, Jun Kato, Hirokazu Simulated Environment Educational Technology Technology Uses in Education Meta Analysis Qualitative Research Design Kindergarten Elementary Secondary Education Computers Computer Software Evaluation Methods Visualization Questionnaires Effect Size Program Effectiveness Performance Academic Achievement Equipment Cognitive Processes Multimedia Instruction Learning Theories Memorization Experiential Learning Literature Reviews Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore Digital Library and other learning technology publications. Forty-three of these articles conducted user studies, and seven allowed the computation of an effect size to the performance of students in a test. In our meta-analysis, research show that ARLEs achieved a widely variable effect on student performance from a small negative effect to a large effect, with a mean effect size of 0.56 or moderate effect. To complement this finding, we performed a qualitative analysis on the design aspects for ARLEs: display hardware, software libraries, content authoring solutions, and evaluation techniques. We explain that AR incur three inherent advantages: real world annotation, contextual visualization, and vision-haptic visualization. We illustrate these advantages through the exemplifying prototypes, and ground these advantages to multimedia learning theory, experiential learning theory, and animate vision theory. Insights from this review are aimed to inform the design of future ARLEs.
title Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation
topic Simulated Environment
Educational Technology
Technology Uses in Education
Meta Analysis
Qualitative Research
Design
Kindergarten
Elementary Secondary Education
Computers
Computer Software
Evaluation Methods
Visualization
Questionnaires
Effect Size
Program Effectiveness
Performance
Academic Achievement
Equipment
Cognitive Processes
Multimedia Instruction
Learning Theories
Memorization
Experiential Learning
Literature Reviews
url https://eric.ed.gov/?id=EJ1156590