{"title":"Mixed Reality of Augmented Reality in Mobile Learning for Aircraft Maintenance","authors":"Hong-Yi Pai","doi":"10.1109/ECICE50847.2020.9301992","DOIUrl":null,"url":null,"abstract":"Recently, job instruction training (JIT) has widely used mobile learning (M-learning) in undertakings, such as technical maintenance and other collaborative fields. Emerging new media, including mixed reality, has influenced the way people learn through its adaptive learning algorithm. With the concept of self-directed learning, M-learning may be a better choice for JIT when an enterprise has no available instructor and minimal operating profits. The M-learning system derives from Malcolm Knowles’ theory [2] of andragogy and constructs multimedia instruction tools that result in suitable game-based learning. With its practical and easy-to-use function, the system focuses on the simulation training of installing and disassembling the A330 Airbus brakes system, for example. The development process shows how one can effectively use adaptive learning in the mobile devices’ interactive design when following the ADDIE model. In this study, we analyze the user experience’s validity to realize both the advantages and disadvantages of mobile learning in augmented reality. We demonstrate how the learning system improves through the instruction methods, animation display, and interactive design to achieve the target of assimilating and consolidating knowledge. We hope that this study increases the efficiency of job instruction training in Taiwanese companies. We have developed this research in three phases: 1) Research consolidation on the development of M-learning strategies within the theory of andragogy; 2) The improvement of visual perception through technology aids in M-learning, and 3) The comparative analysis of the characteristics of multimedia interfaces.","PeriodicalId":130143,"journal":{"name":"2020 IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE)","volume":"492 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ECICE50847.2020.9301992","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Recently, job instruction training (JIT) has widely used mobile learning (M-learning) in undertakings, such as technical maintenance and other collaborative fields. Emerging new media, including mixed reality, has influenced the way people learn through its adaptive learning algorithm. With the concept of self-directed learning, M-learning may be a better choice for JIT when an enterprise has no available instructor and minimal operating profits. The M-learning system derives from Malcolm Knowles’ theory [2] of andragogy and constructs multimedia instruction tools that result in suitable game-based learning. With its practical and easy-to-use function, the system focuses on the simulation training of installing and disassembling the A330 Airbus brakes system, for example. The development process shows how one can effectively use adaptive learning in the mobile devices’ interactive design when following the ADDIE model. In this study, we analyze the user experience’s validity to realize both the advantages and disadvantages of mobile learning in augmented reality. We demonstrate how the learning system improves through the instruction methods, animation display, and interactive design to achieve the target of assimilating and consolidating knowledge. We hope that this study increases the efficiency of job instruction training in Taiwanese companies. We have developed this research in three phases: 1) Research consolidation on the development of M-learning strategies within the theory of andragogy; 2) The improvement of visual perception through technology aids in M-learning, and 3) The comparative analysis of the characteristics of multimedia interfaces.