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Grab the Frog: Comparing Intuitive Use and User Experience of a Smartphone-only, AR-only, and Tangible AR Learning Environment

Published: 27 September 2021 Publication History

Abstract

The integration of Augmented Reality (AR) in teaching concepts allows for the visualization of complex learning contents and can simultaneously enhance the learning motivation. By providing Tangible Augmented Reality (TAR), an AR learning environment receives a haptic aspect and allows for a direct manipulation of augmented learning materials. However, manipulating tangible objects while using handheld AR might reduce the intuitive use and hence user experience. Users need to simultaneously control the application and manipulate the tangible object. Therefore, we compare the differences in intuitive use and user experience evoked by varied technologies of knowledge presentation in an educational context. In particular, we compare a TAR learning environment targeting the learning of the anatomy of vertebrates to its smartphone-only and AR-only versions. The three versions of the learning environment only differ in their method of knowledge presentation. The three versions show a similar perceived intuitive use. The TAR version, however, yielded a significantly higher attractiveness and stimulation than AR-only and smartphone-only. This suggests a positive effect of TAR learning environments on the overall learning experience.

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Cited By

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  • (2024)CoAR-TV: Design and Evaluation of Asynchronous Collaboration in AR-Supported TV ExperiencesProceedings of the 2024 ACM International Conference on Interactive Media Experiences10.1145/3639701.3656320(231-245)Online publication date: 7-Jun-2024
  • (2023)Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning EnvironmentImmersive Learning Research Network10.1007/978-3-031-47328-9_26(343-364)Online publication date: 31-Oct-2023
  • (2021)Mutual Benefits: Interdisciplinary Education of Pre-Service Teachers and HCI Students in VR/AR Learning Environment DesignFrontiers in Education10.3389/feduc.2021.6930126Online publication date: 30-Jun-2021

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cover image ACM Conferences
MobileHCI '21: Proceedings of the 23rd International Conference on Mobile Human-Computer Interaction
September 2021
637 pages
ISBN:9781450383288
DOI:10.1145/3447526
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 27 September 2021

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Author Tags

  1. augmented reality
  2. education
  3. gamification
  4. serious games
  5. tangible user interfaces

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MobileHCI '21
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MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction
September 27 - October 1, 2021
Toulouse & Virtual, France

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Cited By

View all
  • (2024)CoAR-TV: Design and Evaluation of Asynchronous Collaboration in AR-Supported TV ExperiencesProceedings of the 2024 ACM International Conference on Interactive Media Experiences10.1145/3639701.3656320(231-245)Online publication date: 7-Jun-2024
  • (2023)Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning EnvironmentImmersive Learning Research Network10.1007/978-3-031-47328-9_26(343-364)Online publication date: 31-Oct-2023
  • (2021)Mutual Benefits: Interdisciplinary Education of Pre-Service Teachers and HCI Students in VR/AR Learning Environment DesignFrontiers in Education10.3389/feduc.2021.6930126Online publication date: 30-Jun-2021

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