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Augmenting History: Case Study Measuring Motivation of Students Using Augmented Reality Apps in History Classes

机译:增强历史:在历史课中使用增强现实应用程序测量学生动机的案例研究

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Due to the rapid advances in the use of information technology and students’ familiarity with technology, learning styles in higher education are being reshaped. One of the technology developments that has gained considerable attention in recent years is Augmented Reality (AR), where technology is used to combine overlays of digital data on physical real-world settings. While AR is being heavily promoted for entertainment by mobile phone manufacturers, it has had little adoption in higher education due to the required upfront investment that an instructor needs to undertake in creating relevant AR applications. This paper discusses a case study that uses a low upfront development approach and examines the impact on generation-Z students’ motivation whilst studying design history over a four-semester period. Even though the upfront investment in creating the AR support was minimal, the results showed a noticeable increase in student motivation. The approach used in this paper can be easily transferred to other disciplines and other areas of design education.
机译:由于信息技术的使用日新月异,以及学生对技术的熟悉程度,高等教育的学习方式正在重塑。近年来,增强现实(AR)是引起人们广泛关注的技术发展之一,其中,该技术用于在物理现实环境中组合数字数据的叠加。尽管手机制造商正大力推广AR以娱乐化,但由于教员在创建相关的AR应用程序时需要进行前期投资,因此在高等教育中很少采用AR。本文讨论了使用低前期开发方法的案例研究,并在研究四个学期的设计历史时,考察了对Z代学生动机的影响。即使在创建AR支持方面的前期投入很小,结果也显示出学生学习动机的显着提高。本文中使用的方法可以轻松地转移到其他学科和设计教育的其他领域。

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