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From Usability to User Experience: Evaluating the Educational and Motivational Value of an Augmented Reality Learning Scenario

From Usability to User Experience: Evaluating the Educational and Motivational Value of an Augmented Reality Learning Scenario
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Author(s): Costin Pribeanu (National Institute for Research and Development in Informatics, Romania) and Dragos Daniel Iordache (National Institute for Research and Development in Informatics, Romania)
Copyright: 2010
Pages: 16
Source title: Affective, Interactive and Cognitive Methods for E-Learning Design: Creating an Optimal Education Experience
Source Author(s)/Editor(s): Aimilia Tzanavari (University of Nicosia, Cyprus) and Nicolas Tsapatsoulis (Cyprus University of Technology, Cyprus)
DOI: 10.4018/978-1-60566-940-3.ch013

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Abstract

Augmented Reality (AR) is merging real and virtual environments within a single interaction space. This tight integration of computer technologies into a real environment is creating new opportunities and challenges for the designers of e-learning systems as well as a new kind of user experience (UX) for the learner. More recently, AR-based educational systems were developed that are implementing learning scenarios for primary and secondary schools. An important goal of these novel teaching platforms is to enhance the students’ motivation to learn. This chapter reports on the perceived educational and motivational value of an AR-based learning scenario for chemistry based on the results of a user-centered formative usability evaluation. Quantitative and qualitative data were collected during two experiments with students from secondary schools. While the comparison between the two types of measure increases confidence in the evaluation results, the qualitative measures also provide a detailed description of the user learning experience.

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