Promoting Intrinsic Motivation with an Open Augmented Reality Learning Environment
Author(s):
Josef Buchner (presenting / submitting) Jörg Zumbach (presenting)
Conference:
ECER 2017
Format:
Paper

Session Information

16 SES 09 B, Augmented Reality

Paper Session

Time:
2017-08-24
13:30-15:00
Room:
W4.21
Chair:
Stefanie A. Hillen

Contribution

In this study the impact of an open learning environment with Augmented Reality on motivation and learning success is being tested.

Klopfer and Sheldon (2010) define augmented reality (AR) as “(..) a situation in which a real world context is dynamically overlaid with coherent location or context sensitive virtual information” (Klopfer & Sheldon, 2010, p. 205). A few years ago it was nearly impossible to use this technology within classrooms. Nowadays, everything a learner needs is a mobile device with camera, e.g., a smartphone or a tablet computer and an AR application (e.g., Aurasma). Recent surveys from Austria and Germany show that 95% of twelve to nineteen year old students own such a device and 75% of young adults (16-29) in Europe use the internet on their mobile phone (JIM, 2016; Education Group, 2015; European Union, 2015). Thus, teachers might be able to integrate smartphones to offer interactive, mobile and authentic learning environments with AR within classes (Ferrer-Terregrosa et al., 2016; Santos et al., 2016; Herber et al., 2013). There are some reasons why teachers should do so. El Sayed et al. (2011) found that AR can promote knowledge and skills, so did Mathews (2010). For Klopfer (2008) AR learning environments can help students to organize, search and evaluate informations and Sotiriou & Bogner (2008) found that AR learning environments can increase interest and motivation. According to self-determination theory (Deci & Ryan, 2000), choice is one strategy for teachers to improve intrinsic motivation too (Deci & Ryan, 1993).

But there are also some challenges to think about when AR is used in classrooms. Dunleavy et al. (2009) covered that learning processes with AR can cause cognitive overload (Sweller, 2005).

Wu et al. (2013) summarize in their overview of AR in education that there is less research in this field. Most of the named studies describe the implementation of AR for teaching mathematics and science. Stanton et al. (2003) report about AR in museum education and summarize that AR can contribute to students' understanding history in an authentic way.

More research has to be done in this specific field of technology enhanced learning especially in other subjects then the mentioned (Wu et al., 2013).

Based on this findings, first we examine the effect of AR on learning historical knowledge.

Second, we investigate the influence of AR made available in an open learning environment with free choice of learning task.

Third, we explore if the students felt overwhelmed in the AR learning environment. 

Method

For this research a two-hours history lesson for twelve-thirteen year old students in a secondary school in Vienna was designed as an open learning environment with augmented reality elements. Participants used their own smartphones and earphones to experience the contents. The topic of the lesson was “witch tracing at the beginning of modern times” (“Die Hexenverfolgung am Beginn der Neuzeit”). The design of the study is quasi-experimental without a control group. A total of 23 learners participated – eight male and 15 female. The average age is 12,2. Learning Outcomes: To measure the learning success and to control the prior knowledge a pre-and post-test was generated. Two assessment methods were used for the test – a multiple-choice test and an essay task. The multiple-choice test included eight questions with three wrong answers and a proper one. For the essay task the pupils were told in the pre-test to write down everything they know about witch tracking (Hexenverfolgung). Motivation: The influence of the learning environment on student’s motivation was measured with a twelve item, German version of the Intrinsic Motivation Inventory – short scale intrinsic motivation (Wilde et al., 2009). Within this questionnaire four subscales assess interest/enjoyment, perceived competence, perceived choice and felt pressure/tension. Cognitive load: To measure the cognitive load an adapted version of the NASA-Task Load Index (Hart & Staveland, 1988) was used.

Expected Outcomes

The inference-statistical evaluation is not yet completed but the evaluation of the mean values seems to indicate an increase in intrinsic motivation. The feeling of autonomy was supported. The comparison of the pre- and post-knowledge-test suggests an increased knowledge after interacting with the AR learning environment. The evaluation of the NASA Task Load Index tends to contradict the findings of Dunleavy et al. (2009).

References

Deci, E. L., & Ryan, R. M. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25, 54–67. Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7–22. European Union (Hrsg.). (2015). Being young in Europe today. Luxembourg: Publications Office of the European Union. El Sayed, N. A. M., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: augmented reality student card - an augmented reality solution for the education field. Computers & Education, 56(4), 1045–1061. Ferrer-Torregrosa, J., Jimenez-Rodriguez, M. A., Torralba-Estelles, J., Garzon-Farinos, F., Perez-Bermejo, M., & Fernandez-Ehrling, N. (2016). Distance learning ects and flipped classroom in the anatomy learning: comparative study of the use of augmented reality, video and notes. BMC Medical Education. Hart, S. G., & Staveland, L. E. (1988). Development of NASA-TLX (Task Load Index): Results of experimental and theoretical research. In P. A. Hancock & N. Meshkati (Hrsg.), Human mental workload (S. 139–183). Amsterdam: North Holland. Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. Cambridge: MIT Press. Klopfer, E., & Sheldon, J. (2010). Augmenting your own reality: student authoring of science-based augmented reality games. New Directions for Youth Development, 128, 85–94. Mathews, J. M. (2010). Using a studio-based pedagogy to engage students in the design ot mobile-based media. English Teaching: Practice and Critique, 9(1), 87–102. Santos et al. (2016). Augmented reality as multimedia: the case for situated vocabulary learning. Research an Practice in Technology Enhanced Learning. Sotiriou, S., & Bogner, F. X. (2008). Visualizing the invisible: augmented reality as an innovative science education scheme. Advanced Science Letters, 1, 114–122. Stanton, D., O’Malley, C., Huing, K., Fraser, M., & Benford, S. (2003). Situating historical events through mixed reality. In B. Wasson, S. Ludvigsen, & U. Hoppe (Eds.), Designing for Change in Networked Learning Environments (S. 293–302). Dordrecht: Kluwer Academic Publishers. Sweller, J. (2005). The redundancy principle in multimedia learning. In R. E. Mayer (Hrsg.), The Cambridge Handbook of Multimedia Learning (S. 159–167). Cambridge: University Press. Wilde, M., Bätz, K., Kovaleva, A., & Urhahne, D. (o. J.). Überprüfung einer Kurzskala intrinsischer Motivation (KIM). Zeitschrift für Didaktik der Naturwissenschaften, 15, 31–45. Wu, H.-K., Wen-Yu Lee, S., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49.

Author Information

Josef Buchner (presenting / submitting)
University College of Teacher Education Lower Austria
4: eLearning, Blended Learning, eOffice
Baden
Jörg Zumbach (presenting)
University of Salzburg, Austria

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