Comparision of user experience and quality of learning in collaborative environments between two different versions of the AR application.
Learning with Augmented Reality
Augmented reality in Desktop and Mobile to promote collaborative learning
Institute
Role
Project
Collaborators
2020 International Conference on Virtual Reality and Visualization
Interaction Designer
Study Case
i2t Research Center Carlos Arce Camilo Montoya
Description
Comparision of user performance in collaborative environments between two different versions of the AR application: a desktop version and a mobile version.
Context
Several educational applications designed using AR have been developed mainly for teaching in STEM education fields like architecture, medicine, archeology and geometry, where the exploration of digital assets using an interactive spatial understanding and visualization of the information may improve user engagement and information recall.
To test the influence of the presentation paradigm in AR technology, a desktop and a hand-held version of the same educational STEM tutorial was developed and tested in user engagement and information recall.
Method
The design of the interaction was simple to ensure that participants could understand intuitively the task and rapidly participate in the activity.
To test for performance in the interaction, an information recall test was designed and participants were asked to respond immediately after successful completion of the tutorial.
The User Engagement Scale divide user engagement using four different dimensions: focused attention, perceived usability, perceived aesthetics and perceived reward and satisfaction.
Result
On average, participants took 9:41 minutes to solve the tutorial in desktop version, less than the mobile version which took 18:21 in average.
Similarly, perceived reward and satisfaction, which was interpreted as the overall success of the interaction and willingness to recommend it, was rated as significantly different (t(60)=3.6;p<0,001) for the desktop (m=8.9;SD=1.3) and mobile versions (m=7.3;SD=2.6) of the application.
Results
We developed a AR application to serve as an introductory practical experience to basic electronic content. Experimental results showed that the desktop version fostered higher engagement in collaborative environments by being perceived as significantly more usable that the mobile version. However, further research is needed to generalize our results by enhancing the intuitiveness of the interaction for both versions of the AR application.
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