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首页> 外文期刊>The International Journal of Aerospace Psychology >Assessment of Augmented Reality Technology's Impact on Speed of Learning and Task Performance in Aeronautical Engineering Technology Education
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Assessment of Augmented Reality Technology's Impact on Speed of Learning and Task Performance in Aeronautical Engineering Technology Education

机译:增强现实技术的评估影响学习的速度和任务的性能在航空工程技术教育

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Objective: This study compared learning and skill transfer among university aviation students using interactive Augmented Reality (AR) technology versus traditional paper-based instruction. While similar AR use and research in university education exists, this study piloted a comparative method assessing knowledge retention and transfer. Background: AR technology is a popular tool used in technical education. But learner behaviors observed like game play and exploration during this study could impact future learning strategy design as AR use increases.Method: 36 university undergraduate students enrolled in a university aeronautical engineering technology program were divided into AR and paper-based groups and compared on first-time task execution times for starting an aircraft auxiliary power unit (APU). A two-sample Kolmogorov-Smirnov test comparing times for task completion was used.Results: Learner task times using AR were consistently faster, replicating similar AR studies, compared to learners using paper-based. However, AR test subjects also took longer interacting with the technology, including gaming-style "play" and exploration of the digital twin AR flight deck environment. This is believed to enhance learner innovation, knowledge retention and transfer, warranting further study.Conclusion: AR users had significantly reduced task execution times. Pre-task "gamification and play" were also observed among the AR users, which could impact how educators and the industry assess and leverage learning strategies when using AR for job task training.
机译:目的:本研究比较学习和技能转让航空大学学生中使用交互式增强现实(AR)技术与传统的基于纸张的指令。类似的基于“增大化现实”技术的使用和研究在大学教育存在,本研究试验比较方法评估知识保留和转移。流行的工具用于技术教育。观察到的游戏和学习者的行为探索在这研究可能会影响未来学习策略设计基于“增大化现实”技术的使用增加。学生在大学航空工程技术项目被分成基于“增大化现实”技术和纸质团体和比较第一次开始一个任务执行时间飞机辅助动力单元(APU)。Kolmogorov-Smirnov测试比较次的任务完成使用。使用基于“增大化现实”技术的都快,复制类似的基于“增大化现实”技术的研究,而学习者使用纸质。时间与技术的交互,包括游戏形式的“玩”和探索的数字双AR飞行甲板的环境。认为提高学习者创新、知识保留和传递,需要进一步研究。减少任务执行时间。也观察到在“游戏化和娱乐”基于“增大化现实”技术的用户,这可能影响教育者和行业评估和利用学习策略在使用基于“增大化现实”技术的工作任务训练。

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