Augmented reality as multimedia: the case for situated vocabulary learning
Augmented reality (AR) has the potential to create compelling learning experiences. However, there are few research works exploring the design and evaluation of AR for educational settings. In our research, we treat AR as a type of multimedia that is situated in authentic environments and apply mult...
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Archīum Ateneo
2016
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ph-ateneo-arc.discs-faculty-pubs-10932020-06-23T08:09:04Z Augmented reality as multimedia: the case for situated vocabulary learning Santos, Marc Ericson C in Wolde Lübke, Arno Taketomi, Takafumi Yamamoto, Goshiro Rodrigo, Ma. Mercedes T Sandor, Christian Kato, Hirokazu Augmented reality (AR) has the potential to create compelling learning experiences. However, there are few research works exploring the design and evaluation of AR for educational settings. In our research, we treat AR as a type of multimedia that is situated in authentic environments and apply multimedia learning theory as a framework for developing our educational applications. We share our experiences in developing a handheld AR system and one specific use case, namely, situated vocabulary learning. Results of our evaluations show that we are able to create AR applications with good system usability. More importantly, our preliminary evaluations show that AR may lead to better retention of words and improve student attention and satisfaction. 2016-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/94 https://link.springer.com/article/10.1186/s41039-016-0028-2 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Augmented reality Multimedia learning Ubiquitous learning Vocabulary learning Computer Sciences |
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Augmented reality Multimedia learning Ubiquitous learning Vocabulary learning Computer Sciences |
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Augmented reality Multimedia learning Ubiquitous learning Vocabulary learning Computer Sciences Santos, Marc Ericson C in Wolde Lübke, Arno Taketomi, Takafumi Yamamoto, Goshiro Rodrigo, Ma. Mercedes T Sandor, Christian Kato, Hirokazu Augmented reality as multimedia: the case for situated vocabulary learning |
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Augmented reality (AR) has the potential to create compelling learning experiences. However, there are few research works exploring the design and evaluation of AR for educational settings. In our research, we treat AR as a type of multimedia that is situated in authentic environments and apply multimedia learning theory as a framework for developing our educational applications. We share our experiences in developing a handheld AR system and one specific use case, namely, situated vocabulary learning. Results of our evaluations show that we are able to create AR applications with good system usability. More importantly, our preliminary evaluations show that AR may lead to better retention of words and improve student attention and satisfaction. |
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text |
author |
Santos, Marc Ericson C in Wolde Lübke, Arno Taketomi, Takafumi Yamamoto, Goshiro Rodrigo, Ma. Mercedes T Sandor, Christian Kato, Hirokazu |
author_facet |
Santos, Marc Ericson C in Wolde Lübke, Arno Taketomi, Takafumi Yamamoto, Goshiro Rodrigo, Ma. Mercedes T Sandor, Christian Kato, Hirokazu |
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Santos, Marc Ericson C |
title |
Augmented reality as multimedia: the case for situated vocabulary learning |
title_short |
Augmented reality as multimedia: the case for situated vocabulary learning |
title_full |
Augmented reality as multimedia: the case for situated vocabulary learning |
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Augmented reality as multimedia: the case for situated vocabulary learning |
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Augmented reality as multimedia: the case for situated vocabulary learning |
title_sort |
augmented reality as multimedia: the case for situated vocabulary learning |
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Archīum Ateneo |
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2016 |
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https://archium.ateneo.edu/discs-faculty-pubs/94 https://link.springer.com/article/10.1186/s41039-016-0028-2 |
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