Abstract
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in real-world contexts. However, when interacting with such a rich information environment that contains real-world and virtual-world learning resources, students might feel confused and frustrated owing to the lack of appropriate instructional design. Therefore, in this study, an image recognition-based mobile learning system with an active learning-promoting mechanism was developed for supporting field trips for local culture courses. An experiment was executed to examine the effects of the proposed approach on students’ learning achievement, learning motivation, and local culture identity. Moreover, the students’ learning behavioral patterns were probed. The experimental results showed that the proposed approach not only improved the students’ learning achievements as well as their learning motivation and local culture identity, but the students who learned with the proposed approach also demonstrated more active behavioral patterns than those who learned without the active learning-promoting mechanism. Based on the findings of this study, some recommendations for those who plan to develop effective learning strategies for conducting AR-based mobile learning activities are proposed.
Similar content being viewed by others
References
Azevedo, R., Johnson, A., Chauncey, A., & Burkett, C. (2010). Self-regulated learning with MetaTutor: Advancing the science of learning with MetaCognitive tools. In M. S. Khine & I. M. Saleh (Eds.), New science of learning (pp. 225–247). New York: Springer.
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355–385.
Baeten, M., Kyndt, E., Struyven, K., & Dochy, F. (2010). Using student-centred learning environments to stimulate deep approaches to learning: Factors encouraging or discouraging their effectiveness. Educational Research Review, 5(3), 243–260.
Bakeman, R., & Gottman, J. M. (1997). Observing interaction: An introduction to sequential analysis. Cambridge: Cambridge University Press.
Bakeman, R., Quera, V., & Gnisci, A. (2009). Observer agreement for timed-event sequential data: A comparison of time-based and event-based algorithms. Behavior Research Methods, 41(1), 137–147.
Boctor, L. (2013). Active-learning strategies: The use of a game to reinforce learning in nursing education. A case study. Nurse Education in Practice, 13(2), 96–100.
Bonwell, C. C., & Eison, J. A. (1991). Active learning: Creating excitement in the classroom. 1991 ASHE-ERIC Higher Education Reports. ERIC Clearinghouse on Higher Education, The George Washington University, One Dupont Circle, Suite 630, Washington, DC.
Burden, K., & Kearney, M. (2016). Conceptualising authentic mobile learning. In D. Churchill, J. Lu, Th K F Chiu, & B. Fox (Eds.), Mobile learning design (pp. 27–42). Singapore: Springer.
Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185–197.
Chen, C. H., Chou, Y. Y., & Huang, C. Y. (2016). An augmented-reality-based concept map to support mobile learning for science. The Asia-Pacific Education Researcher, 25, 1–12.
Cheng, K. H., & Tsai, C. C. (2013). Affordances of augmented reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 22(4), 449–462.
Chu, H. C. (2014). Potential negative effects of mobile learning on students’ learning achievement and cognitive load—A format assessment perspective. Educational Technology & Society, 17(1), 332–344.
Costa, D. S., Mullan, B. A., Kothe, E. J., & Butow, P. (2010). A web-based formative assessment tool for Masters students: A pilot study. Computers & Education, 54(4), 1248–1253.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education, 68, 586–596.
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7–22.
Grabinger, R. S., & Dunlap, J. C. (1995). Rich environments for active learning: A definition. ALT-J, 3(2), 5–34.
Hung, H. T. (2015). Flipping the classroom for English language learners to foster active learning. Computer Assisted Language Learning, 28(1), 81–96.
Hwang, G. J., & Chang, H. F. (2011). A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students. Computers & Education, 56(4), 1023–1031.
Hwang, G. J., & Wang, S. Y. (2016). Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies. Computers & Education, 102, 188–201.
Kearney, M., Burden, K., & Rai, T. (2015). Investigating teachers’ adoption of signature mobile pedagogies. Computers & Education, 80, 48–57.
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. London, UK: MIT press.
Klopfer, E., & Squire, K. (2008). Environmental Detectives- the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203–228.
Lajoie, S. P. (1993). Computer environments as cognitive tools for enhancing learning. In S. P. Lajoie & S. Derry (Eds.), Computers as cognitive tools (pp. 261–288). Mahwah, New Jersey: Lawrence Erlbaum Associates.
Lin, T. J., Duh, H. B. L., Li, N., Wang, H. Y., & Tsai, C. C. (2013). An investigation of learners’ collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system. Computers & Education, 68, 314–321.
Liu, T. Y., Tan, T. H., & Chu, Y. L. (2009). Outdoor natural science learning with an RFID-supported immersive ubiquitous learning environment. Educational Technology & Society, 12(4), 161–175.
McMahon, D. D., Cihak, D. F., Wright, R. E., & Bell, S. M. (2016). Augmented reality for teaching science vocabulary to postsecondary education students with intellectual disabilities and autism. Journal of Research on Technology in Education, 48(1), 38–56.
Moreno, R., & Mayer, R. E. (2000). Engaging students in active learning: The case for personalized multimedia messages. Journal of Educational Psychology, 92(4), 724.
Novak, T. P., Hoffman, D. L., & Duhachek, A. (2003). The influence of goal-directed and experiential activities on online flow experiences. Journal of consumer psychology, 13(1), 3–16.
Peat, M., & Franklin, S. (2002). Supporting student learning: The use of computer–based formative assessment modules. British Journal of Educational Technology, 33(5), 515–523.
Quera, V., Bakeman, R., & Gnisci, A. (2007). Observer agreement for event sequences: Methods and software for sequence alignment and reliability estimates. Behavior Research Methods, 39(1), 39–49.
Sharples, M. (2000). The design of personal mobile technologies for lifelong learning. Computers & Education, 34(3), 177–193.
Slain, D., Abate, M., Hodges, B. M., Stamatakis, M. K., & Wolak, S. (2004). An interactive response system to promote active learning in the doctor of pharmacy curriculum. American Journal of Pharmaceutical Education, 68(5), 117.
Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. The Journal of the Learning Sciences, 16(3), 371–413.
Wang, T. H. (2008). Web-based quiz-game-like formative assessment: Development and evaluation. Computers & Education, 51(3), 1247–1263.
Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning. Innovations in Education and Teaching International, 47(1), 39–52.
Wang, K. H., Wang, T. H., Wang, W. L., & Huang, S. C. (2006). Learning styles and formative assessment strategy: Enhancing student achievement in Web-based learning. Journal of Computer Assisted Learning, 22(3), 207–217.
Wang, T. H., Wang, K. H., Wang, W. L., Huang, S. C., & Chen, S. Y. (2004). Web-based assessment and test analyses system: Development and evaluation. Journal of Computer Assisted Learning, 20(1), 59–71.
Wolff, M., Wagner, M. J., Poznanski, S., Schiller, J., & Santen, S. (2015). Not another boring lecture: Engaging learners with active learning techniques. The Journal of Emergency Medicine, 48(1), 85–93.
Wood, E. J. (2015). Problem-based learning: Exploiting knowledge of how people learn to promote effective learning. Bioscience Education. https://doi.org/10.3108/beej.2004.03000006.
Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49.
Acknowledgements
This study is supported in part by the Ministry of Science and Technology of the Republic of China under Contract Nos. MOST 104-2511-S-011-001-MY2 and MOST-105-2511-S-011-008-MY3.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
The authors would like to declare that there is no conflict of interest in this study.
Appendix: Questionnaires and test items
Appendix: Questionnaires and test items
Motivation questionnaire adapted from Wang and Chen (2010) |
---|
Intrinsic motivation |
1. In this local culture course, I prefer course material that really challenges me so I can learn new things. |
2. In this local culture course, I prefer course material that arouses my curiosity, even if it is difficult to learn. |
3. When I have the opportunity, I choose course assignments that I can learn from even if they don’t guarantee a good grade. |
Extrinsic motivation |
1. Getting a good grade in this course is the most satisfying thing for me. |
2. If I can, I want to get better grades in this course than most of the other students. |
3. I want to do well in this course because it is important to show my ability to my family, friends, employer, or others. |
Local culture identity questionnaire adapted from Hwang and Chang (2011). |
---|
1. When relatives and friends come to visit me, I would like to introduce my hometown culture to them. |
2. I think the cultural relics of my hometown have preserved value. |
3. It is my responsibility to protect the living environment of my hometown culture. |
4. I should try to protect and maintain the traditional folklore and craftsmanship. |
5. I am willing to participate in the culture activities of my hometown. |
Rights and permissions
About this article
Cite this article
Hwang, GJ., Chang, SC., Chen, PY. et al. Effects of integrating an active learning-promoting mechanism into location-based real-world learning environments on students’ learning performances and behaviors. Education Tech Research Dev 66, 451–474 (2018). https://doi.org/10.1007/s11423-017-9567-5
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11423-017-9567-5