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Evaluating students’ learning achievement and flow experience with tablet PCs based on AR and tangible technology in u-learning

Yueh-Min Huang (Department of Engineering Science, National Cheng Kung University, Tainan, Taiwan)
Pei Hsuan Lin (Department of Engineering Science, National Cheng Kung University, Tainan, Taiwan)

Library Hi Tech

ISSN: 0737-8831

Article publication date: 20 November 2017

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Abstract

Purpose

Advances in technology have led to continuous innovations in teaching and learning methods. Ubiquitous-learning (u-learning) practices are still in the development stages. The current lack of effective learning strategy tools means that students often experience difficulty focusing on the learning objectives. Little research has been done on the educational benefits of integrating augmented reality (AR) technology running on tablet PCs (TPCs), either in the classroom or in a u-learning environment. Still, classroom instruction using TPCs has been shown to be attractive to students and able to effectively increase their motivation to learn. The paper aims to discuss these issues.

Design/methodology/approach

This paper uses a TPC game (an app called SkyView) to help young students understand the theory and practically implement the astronomy concepts of prograde and retrograde motion. The study design is based on the use of AR technology, and the authors divide students into “tablet PC application” (experimental group) and “astrolabe” (control group) games. The authors investigate whether the experimental group surpasses the control group in terms of learning motivation, flow experience (FE), self-efficacy regarding technology, self-efficacy regarding science, positive feelings about the learning experience, and satisfaction with the learning approach (SL).

Findings

The findings show that students in the experimental group performed better in regards to learning achievement. In general, the improved FE helped students enjoy the learning activity to the point that they did not notice the passage of time. In regards to SL, the findings show that the students in the experimental group had an increased willingness to use the TPC to learn.

Originality/value

There is a lack of research investigating the effects of the FE with tangible and AR technology in learning environments. The results of this study show the responses and performance of elementary students who participated in such a learning experience, in terms of their feelings regarding the method and tools, and in terms of their motivation, willingness to learn, and actual learning achievement.

Keywords

Acknowledgements

This research is partially supported by the Ministry of Science and Technology, Taiwan, ROC under Grant No. MOST 106-2511-S-006-006-MY3, MOST 106-2511-S-006-001-MY3, MOST 106-2511-S-006-010-MY3, and 106-2622-S-006-001-CC2.

Citation

Huang, Y.-M. and Lin, P.H. (2017), "Evaluating students’ learning achievement and flow experience with tablet PCs based on AR and tangible technology in u-learning", Library Hi Tech, Vol. 35 No. 4, pp. 602-614. https://doi.org/10.1108/LHT-01-2017-0023

Publisher

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Emerald Publishing Limited

Copyright © 2017, Emerald Publishing Limited

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