M. Samonte, Nicko C. Bagnas, Julia Mickaelle T. Javina, Miguel Yvan D. Sionson, Gene Mari D. Zablan
{"title":"A Systematic Review of the Effective Features of Augmented Reality and 3D Systems in High School as Learning Management Tools","authors":"M. Samonte, Nicko C. Bagnas, Julia Mickaelle T. Javina, Miguel Yvan D. Sionson, Gene Mari D. Zablan","doi":"10.1145/3485190.3485237","DOIUrl":null,"url":null,"abstract":"Technological devices have been the spearheading pioneer of education improvement and innovation ever since the industrial revolution started. The rapid pace of the emergence of different technologies in the field of education and other fields paved the way for the creation of a new paradigm called augmented reality. This new paradigm and its features innovate education and offers learners with the opportunity to have additional intrigue and interest in learning. As such, this paper's primary objective is to study which feature/s of Augmented Reality or AR systems is/are the most applicable for the learning development of high school students by evaluating previous research papers, with the consideration of the study being a secondary data gathering procedure as its main limitation. This study utilized Nielsen's usability engineering heuristics in order to evaluate the features involved in the gathered studies and used systematic review analysis. Results of the study have shown that the most applicable feature for the learning development of high school students is the usability factor 2 or the “match between the real-world factor” with a mean of 14.5 and a standard deviation of 0.837, suggesting that end users prefer AR systems with features and functionalities that they are already familiar with.","PeriodicalId":348992,"journal":{"name":"International Conference Information Management and Management Sciences","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference Information Management and Management Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3485190.3485237","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Technological devices have been the spearheading pioneer of education improvement and innovation ever since the industrial revolution started. The rapid pace of the emergence of different technologies in the field of education and other fields paved the way for the creation of a new paradigm called augmented reality. This new paradigm and its features innovate education and offers learners with the opportunity to have additional intrigue and interest in learning. As such, this paper's primary objective is to study which feature/s of Augmented Reality or AR systems is/are the most applicable for the learning development of high school students by evaluating previous research papers, with the consideration of the study being a secondary data gathering procedure as its main limitation. This study utilized Nielsen's usability engineering heuristics in order to evaluate the features involved in the gathered studies and used systematic review analysis. Results of the study have shown that the most applicable feature for the learning development of high school students is the usability factor 2 or the “match between the real-world factor” with a mean of 14.5 and a standard deviation of 0.837, suggesting that end users prefer AR systems with features and functionalities that they are already familiar with.