Educating the Millennial Learner: A Case of Collaborative Learning With Augmented Reality

被引:0
|
作者
Francke, Errol [1 ]
Alexander, Bennett [1 ]
机构
[1] Cape Peninsula Univ Technol, Cape Town, South Africa
关键词
augmented reality; millennial learner; education; virtual; HMSAM; location-based technology; game-based learning;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Educators are urged to think outside the culture of standardized education to better prepare students for the world, starting at the ground level. At the same time, millennial learners are principally enthusiastic about learning, but not necessarily affectionate towards schools. The purpose of this study is to explore how schools can offer a more dynamic experience with hands-on learning and collaboration through the use of augmented reality. This study was motivated by the views that augmented reality could provide students with more interactive experiences. It can enhance the understanding of content through a livelier and more engaging experience and acknowledges the reality of the millennial learner by bridging the gap between their virtual and physical worlds. This study adopts the Hedonic-Motivation System Adoption Model (HMSAM) via the Agile User Story method. HMSAM emanates from the traditional Technology Acceptance Model with the aim of improving the understanding of Hedonic-Motivation Systems (HMS) adoption. These are systems which are designed to mainly satisfy users' intrinsic motivations. This includes online gaming, virtual worlds, education, gamified systems, etc. The empirical phase of this study involved focused interviews with 11 stakeholders in the education system. They would be exposed to conceptual ideas via a user story as well as prototypes of a particular augmented reality mobile app that could be utilised in education. The main findings are consistent with the existing body of knowledge that suggests that there is educational potential in implementing an augmented reality mobile app, particularly by way of its location-based technology. The stakeholders indicated that learners might show greater eagerness to learn; and there might be improved interaction and collaboration and improved absorption of knowledge. Yet, they revealed a concern that learners would focus on the hype of the technology at the expense of the subject-matter that needs to be covered. Access to mobile phones and the associated data costs are further concerns. The value-add of this study is that stakeholders in education should understand that technology has changed over the last couple of decades. Augmented reality enables educators to offer a more dynamic educational experience with hands-on learning and collaboration in which learners can meaningfully solve real-world problems.
引用
收藏
页码:99 / 107
页数:9
相关论文
共 50 条
  • [1] Augmented Reality in Collaborative Learning
    Toriz Garcia, Elizabeth Griselda
    Garcia Garcia, Andres David
    Aparicio Ponce, Marcelino
    [J]. TECHNOLOGY-ENABLED INNOVATIONS IN EDUCATION, 2022, : 305 - 315
  • [2] Storytelling of Collaborative Learning System on Augmented Reality
    Park, Seung-Bo
    Jung, Jason J.
    You, EunSoon
    [J]. NEW TRENDS IN COMPUTATIONAL COLLECTIVE INTELLIGENCE, 2015, 572 : 139 - 147
  • [3] Collaborative Learning with Augmented Reality Tornado Simulator
    Chiou, Yan-Ming
    Shen, Chien-Chung
    [J]. 2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022), 2022, : 284 - 289
  • [4] Interactive Augmented Reality: A New Approach for Collaborative Learning
    Boonbrahm, Poonpong
    Kaewrat, Charlee
    Boonbrahm, Salin
    [J]. LEARNING AND COLLABORATION TECHNOLOGIES, LCT 2016, 2016, 9753 : 115 - 124
  • [5] Preliminary Investigation on the Use of Augmented Reality in Collaborative Learning
    Matcha, Wannisa
    Rambli, Dayang Rohaya Awang
    [J]. INFORMATICS ENGINEERING AND INFORMATION SCIENCE, PT IV, 2011, 254 : 189 - 198
  • [6] LeARn: A Collaborative Learning Environment using Augmented Reality
    Ahmed, Naveed
    Lataifeh, Mohammed
    Alhamarna, Alaa Fouad
    Alnahdi, Mariam Mabrook
    Almansori, Sara Tariq
    [J]. PROCEEDINGS OF THE 2021 IEEE INTERNATIONAL CONFERENCE ON HUMAN-MACHINE SYSTEMS (ICHMS), 2021, : 139 - 142
  • [7] Collaborative learning through augmented reality role playing
    Klopfer, Eric
    Perry, Judy
    Squire, Kurt
    Jan, Ming-Fong
    [J]. CSCL 2005: COMPUTER SUPPORTED COLLABORATIVE LEARNING 2005: THE NEXT 10 YEARS, PROCEEDINGS, 2005, : 311 - 315
  • [8] Collaborative augmented reality
    Billinghurst, M
    Kato, H
    [J]. COMMUNICATIONS OF THE ACM, 2002, 45 (07) : 64 - 70
  • [9] Investigating the Role of Augmented Reality in Supporting Collaborative Learning in Science Education: A Case Study
    Kuanbayeva, Bayan
    Shazhdekeyeva, Nurgul
    Zhusupkaliyeva, Galiya
    Mukhtarkyzy, Kaussar
    Abildinova, Gulmira
    [J]. INTERNATIONAL JOURNAL OF ENGINEERING PEDAGOGY, 2024, 14 (01): : 149 - 161
  • [10] Collaborative Learning in Elementary Science Supported by Learning by Inquiry and Augmented Reality
    Chew, Sie Wai
    Lin, I-Hsiu
    Huang, Yin-Cheng
    Kinshuk
    Chen, Nian-Shing
    [J]. 25TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION (ICCE 2017): TECHNOLOGY AND INNOVATION: COMPUTER-BASED EDUCATIONAL SYSTEMS FOR THE 21ST CENTURY, 2017, : 240 - 242