Evaluating the effectiveness of learning design with mixed reality (MR) in higher education
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S.I.: XR (VR, AR, MR) AND IMMERSIVE LEARNING ENVIRONMENTS
Evaluating the effectiveness of learning design with mixed reality (MR) in higher education Y. M. Tang1 · K. M. Au2 · H. C. W. Lau3 · G. T. S. Ho4 · C. H. Wu4 Received: 23 February 2019 / Accepted: 13 February 2020 © Springer-Verlag London Ltd., part of Springer Nature 2020
Abstract Virtual reality (VR) is rapidly developed and bringing advancement in various related technologies through the virtual world. It has high potential and plays an important role in education and training fields. Mixed reality (MR) is a type of hybrid system that involves both physical and virtual elements. While VR/MR has proved to be an effective way to improve the learning attitude and effectiveness for secondary students, however, not much work has been conducted on university students to compare the MR experience and traditional teaching approaches in learning design subjects. In this project, we investigated the effectiveness of students in learning design subjects with the support of MR. The effectiveness was measured based on their creativity and systematic approaches in design. Pretests and posttests were conducted to measure the learning effects. We also compared the learning effectiveness of a student’s study with the MR and traditional teaching materials. Nonparametric analyses were conducted to investigate whether the improvements were significant. Experimental results showed that after studying with the support of the MR technology, the students’ abilities in geometric analysis (mean difference = 4.36, p
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