Augmented reality in innovating pedagogy: Ethical issues on persuasive technologies

Augmented Reality (AR) is a technology that recognizes visual and auditory information to enhance the end users' experience in a potentially powerful way. It is unquestionably here to stay. However, not all are avid supporters of AR, there are others who oppose it. This may be because of AR...

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Bibliographic Details
Main Author: Trapero, Hazel A.
Format: text
Published: Animo Repository 2018
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Online Access:https://animorepository.dlsu.edu.ph/faculty_research/4045
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Institution: De La Salle University
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Summary:Augmented Reality (AR) is a technology that recognizes visual and auditory information to enhance the end users' experience in a potentially powerful way. It is unquestionably here to stay. However, not all are avid supporters of AR, there are others who oppose it. This may be because of AR's positive influences that caused people to believe and support it while there are also negative ones that drove others to scrutinize and even condemn it, especially when it comes to ethical concerns, which include persuasiveness and behavioral and physiological effects to students. This study was conducted to investigate persuasive technologies' ability to change the attitudes and behavior of end users, especially in hedonic-motivation system acceptance, investigate if experience affects their behavior, and conduct ethical reflections based on utilitarian and deontological approaches. It was found out that perceived usefulness, curiosity, joy, and control are associated with perceived ease of use; however, all of these have no significant correlation with behavioral intention to use. It is one's experience that greatly affects the latter. The positive and negative experiences encountered by the respondents were identified and served as the bases in assessing the utilitarian and deontological context of the use of AR apps in innovating pedagogy. Recommendations were then presented so as to improve the conduct of the study. © 2018 Asia-Pacific Society for Computers in Education. All rights reserved.