Evaluating system usability of mobile augmented reality application for teaching Karnaugh-Maps.

IF 12.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
Smart Learning Environments Pub Date : 2022-01-01 Epub Date: 2022-01-15 DOI:10.1186/s40561-022-00189-8
Rubina Dutta, Archana Mantri, Gurjinder Singh
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引用次数: 0

Abstract

The education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual understanding and better instructional content. While learning through the immersive tools, system usability has great importance in terms of effectiveness, efficiency, and satisfaction. Effectiveness refers to users' accuracy and completeness in achieving defined goals; efficiency relates to expended resources about the precision and completeness with which users achieve their objectives; satisfaction deals with a positive attitude towards using the product. If the system fails to provide good usability, it may cause adverse effects such as increasing stress, lacking necessary features, increasing the users' cognitive load, and negatively impacting the student's motivation. In this study, two mobile augmented reality (MAR) applications were developed as an instructional tool to teach the students about Karnaugh maps in the digital electronics course. The first application is a Keypad-based MAR application that uses a keypad matrix for user interaction and the second application is a Marker-based MAR application that uses multiple markers to solve K-Map for producing an optimum solution of the given problem. An experimental study was conducted to determine the student's opinion of the developed MAR applications. The study was designed to determine the system usability of the two MAR applications using the System Usability Score (SUS) and Handheld Augmented Reality Usability Score (HARUS) models. 90 engineering students participated in the study, and they were randomly divided into two different groups: keypad-based group and Marker-based group. The keypad-based group included 47 students who had hands-on experience with a keypad-based MAR application, whereas the marker-based group included 43 students who had hands-on experience with multiple marker-based MAR applications. The experimental outcomes indicated that the keypad-based MAR application has better SUS and HARUS scores than the marker-based MAR application which suggests that the keypad-based MAR application has provided better user interaction.

移动增强现实教学应用系统可用性评价。
在这个数字时代,教育系统不断发展并向互动和沉浸式学习工具转变。增强现实也已经发展成为一种无处不在的、强大的、有效的技术,可以提供创新的教育工具。在工程教育中,许多抽象概念需要技术干预来理解概念和更好的教学内容。当通过沉浸式工具学习时,系统可用性在有效性、效率和满意度方面具有重要意义。有效性是指用户在实现既定目标时的准确性和完整性;效率与用户实现其目标的准确性和完整性所消耗的资源有关;满意度指的是使用产品的积极态度。如果系统不能提供良好的可用性,可能会造成压力增加,缺少必要的功能,增加用户的认知负荷,对学生的学习动机产生负面影响。在这项研究中,开发了两个移动增强现实(MAR)应用程序作为教学工具,在数字电子学课程中教授学生关于卡诺地图的知识。第一个应用程序是基于键盘的MAR应用程序,它使用键盘矩阵进行用户交互;第二个应用程序是基于标记的MAR应用程序,它使用多个标记来求解K-Map,以生成给定问题的最佳解决方案。一项实验研究进行了确定学生的意见开发MAR应用程序。该研究旨在使用系统可用性评分(SUS)和手持增强现实可用性评分(HARUS)模型确定两种MAR应用程序的系统可用性。90名工科学生参加了这项研究,他们被随机分为两组:基于键盘的组和基于标记的组。键盘组包括47名学生,他们有一个基于键盘的MAR应用程序的实践经验,而基于标记的组包括43名学生,他们有多个基于标记的MAR应用程序的实践经验。实验结果表明,基于键盘的MAR应用程序的SUS和HARUS得分高于基于标记的MAR应用程序,这表明基于键盘的MAR应用程序提供了更好的用户交互。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Smart Learning Environments
Smart Learning Environments Social Sciences-Education
CiteScore
13.20
自引率
2.10%
发文量
29
审稿时长
19 weeks
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