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Insights Into the Factors Influencing Student Motivation in Augmented Reality Learning Experiences in Vocational Education and Training

机译:在职业教育和培训中增强现实学习体验中影响学生动机的因素的见解

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摘要

Research on Augmented Reality (AR) in education has demonstrated that AR applications designed with diverse components boost student motivation in educational settings. However, most of the research conducted to date, does not define exactly what those components are and how these components positively affect student motivation. This study, therefore, attempts to identify some of the components that positively affect student motivation in mobile AR learning experiences to contribute to the design and development of motivational AR learning experiences for the Vocational Education and Training (VET) level of education. To identify these components, a research model constructed from the literature was empirically validated with data obtained from two sources: 35 students from four VET institutes interacting with an AR application for learning for a period of 20 days, and a self-report measure obtained from the Instructional Materials Motivation Survey (IMMS). We found that the following variables: use of scaffolding, real-time feedback, degree of success, time on-task and learning outcomes are positively correlated with the four dimensions of the ARCS model of motivation: Attention, Relevance, Confidence, and Satisfaction. Implications of these results are also described.
机译:在教育中对增强现实(AR)的研究表明,采用多种组件设计的AR应用程序可以增强学生在教育环境中的积极性。但是,迄今为止进行的大多数研究都没有确切定义这些成分是什么以及这些成分如何积极影响学生的动机。因此,本研究试图确定一些对移动AR学习体验中的学生动机产生积极影响的成分,从而为职业教育和培训(VET)水平的动机性AR学习体验的设计和开发做出贡献。为了确定这些组成部分,使用从两个来源获得的数据对从文献中构建的研究模型进行了实证验证:来自四个VET机构的35名学生与AR应用程序进行交互以学习20天,以及从教材动机调查(IMMS)。我们发现以下变量:脚手架的使用,实时反馈,成功程度,工作时间和学习成果与ARCS动机模型的四个维度正相关:注意力,相关性,信心和满意度。还描述了这些结果的含义。

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