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The differences in pleasing value and learning performance among different groups using mobile augmented reality system for cultural environment learning

机译:使用移动增强现实系统进行文化环境学习的不同群体在取悦价值和学习绩效方面的差异

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摘要

Mobile Augmented Reality (MAR) has becomes more widely used and provides the great context of an immersive virtual learning environment. However, sometimes the learning effect is influenced by the pleasing value, which is always subjective and learning driven. In order to ensure a successful launch of the MAR cultural interactive learning tool, it is extremely important to predict the pleasing value of design alternatives based on the common language understood by students. For learners, in the learning process, the value of pleasure comes from the improvement of external emotional interest as well as internal cognitive interest that learners already have. This research will examine if students have problems with operating the MAR, and to understand whether they have pleasing value and a learning performance. Thus, this research has proposed a difference of visual perception and a construction for the evaluation of pleasing value as well as the culture of learning performance between media students and students in other majors. The research team has chosen different cultural temples in Shi-lin and Tam-sui in Taiwan using the MAR systems to evaluate the correctness and speed of the reaction in between the two groups represented as: the experimental group and the control group. The research objects will be the second year/sophomore studentsat Taipei University of Marine Technology. There were two classes with different majors and there were 35 students in each class. This research took one of the classes as the experimental group with MAR empirical teaching in cultural and environmental learning and other class will be the control group using the traditional teaching method. The result from the experiment and the ANCOVA analysis indicates: (1) Based on the results of experiments, the participants appreciated the MAR approach. The learning performance of the students did improve significantly via ACNOVA. (2) The experimental group has a more significant effect compared to the control group in the aspect from the four learning performance constructions: stylistic, cultural value, cultural characterization and innovation services. (3) Through the bi-variance statistical analysis (One-Way, ANOVA), there was a significant positive correlation between pleasing value and the improvement of post-learning interest in the experimental group. This research found that based on the exploration factor from that the results the interfaces were built on a mobile phone with a touch-screen can be a model for the effectiveness examination, It can also expand the MAR application scope by incorporating it into teaching.
机译:移动增强现实(MAR)已得到越来越广泛的使用,并为沉浸式虚拟学习环境提供了良好的环境。但是,有时学习效果会受到愉悦价值的影响,愉悦价值始终是主观的并且是学习驱动的。为了确保MAR文化互动学习工具的成功启动,基于学生理解的通用语言来预测设计替代方案的取悦价值非常重要。对于学习者来说,在学习过程中,快乐的价值来自于学习者已经具有的外部情感兴趣和内部认知兴趣的提高。这项研究将检查学生在操作MAR方面是否存在问题,并了解他们是否具有令人愉悦的价值和学习成绩。因此,本研究提出了视觉感知的差异,并为媒体学生和其他专业的学生之间的取悦价值以及学习表现文化的评估提供了一种结构。研究小组使用MAR系统在台湾的士林和淡水选择了不同的文化庙宇,以评估实验组和对照组这两组之间反应的正确性和速度。研究对象将是台北海洋技术大学的二年级/二年级学生。有两个不同专业的班级,每个班级有35名学生。本研究以其中一个班级为实验组,在文化和环境学习中进行了MAR经验教学,其他班级则为使用传统教学方法的对照组。实验和ANCOVA分析的结果表明:(1)根据实验结果,参与者对MAR方法表示赞赏。通过ACNOVA,学生的学习成绩确实得到了显着提高。 (2)实验组在风格,文化价值,文化表征和创新服务四个方面的学习表现结构方面,比对照组具有更显着的效果。 (3)通过双方差统计分析(One-Way,ANOVA),实验组的取悦值与学习后兴趣的改善之间存在显着的正相关。这项研究发现,基于探索结果,将结果建立在带触摸屏的手机上的界面可以作为有效性检查的模型,并且可以通过将其纳入教学中来扩展MAR的应用范围。

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