Assessment of Augmented Reality Technology’s Impact on Speed of Learning and Task Performance in Aeronautical Engineering Technology Education

IF 1 4区 心理学 Q4 PSYCHOLOGY, APPLIED
Kristoffer B. Borgen, T. Ropp, W. Weldon
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引用次数: 11

Abstract

ABSTRACT Objective: This study compared learning and skill transfer among university aviation students using interactive Augmented Reality (AR) technology versus traditional paper-based instruction. While similar AR use and research in university education exists, this study piloted a comparative method assessing knowledge retention and transfer. Background: AR technology is a popular tool used in technical education. But learner behaviors observed like game play and exploration during this study could impact future learning strategy design as AR use increases. Method: 36 university undergraduate students enrolled in a university aeronautical engineering technology program were divided into AR and paper-based groups and compared on first-time task execution times for starting an aircraft auxiliary power unit (APU). A two-sample Kolmogorov-Smirnov test comparing times for task completion was used. Results: Learner task times using AR were consistently faster, replicating similar AR studies, compared to learners using paper-based. However, AR test subjects also took longer interacting with the technology, including gaming-style “play” and exploration of the digital twin AR flight deck environment. This is believed to enhance learner innovation, knowledge retention and transfer, warranting further study. Conclusion: AR users had significantly reduced task execution times. Pre-task “gamification and play” were also observed among the AR users, which could impact how educators and the industry assess and leverage learning strategies when using AR for job task training.
增强现实技术对航空工程技术教育中学习速度和任务绩效影响的评估
摘要目的:本研究比较了航空专业大学生使用交互式增强现实技术与传统纸质教学的学习和技能转移情况。虽然在大学教育中也存在类似的AR使用和研究,但本研究试行了一种评估知识保留和转移的比较方法。背景:AR技术是一种流行的技术教育工具。但在本研究中观察到的学习者行为,如游戏和探索,可能会随着AR使用的增加而影响未来的学习策略设计。方法:将36名参加大学航空工程技术项目的大学生分为AR组和纸质组,并比较启动飞机辅助动力装置(APU)的首次任务执行时间。使用了比较任务完成时间的两个样本Kolmogorov-Smirnov检验。结果:与使用纸质学习者相比,使用AR的学习者任务时间始终更快,复制了类似的AR研究。然而,AR测试对象与该技术的互动也需要更长的时间,包括游戏风格的“游戏”和探索数字双AR飞行甲板环境。这被认为可以促进学习者的创新、知识的保留和转移,值得进一步学习。结论:AR用户显著减少了任务执行时间。在AR用户中也观察到了任务前的“游戏化和游戏化”,这可能会影响教育工作者和行业在使用AR进行工作任务培训时评估和利用学习策略的方式。
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来源期刊
CiteScore
2.80
自引率
7.70%
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