Achievement emotions are critical because of their impact on success and failure in important domains such as learning. These emotions may be modified via emotion regulation (ER). The dominant process model of ER (PMER;Gross, 1998Gross, , 2015, however, provides a domain-general account of ER strategies and has not had substantial contact with theories of achievement emotions such as Pekrun's ( 2006) control-value theory (CVT) and the academic achievement literature. Moreover, ER has not been a focal point of major theories related to achievement emotions, such as CVT. We propose an integrated model of ER in achievement situations (ERAS) that integrates propositions about the generation of emotions from CVT with propositions about how emotions are regulated and types of ER strategies from PMER. The ERAS model also offers new propositions regarding how different achievement situations, object foci, and time frames, as well as discrete emotions with different appraisal patterns, impact ER strategies.
Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile AR applications. Data was collected in a laboratory (Study 1; N = 13) and outdoors (Study 2; N = 18) from thirty-one undergraduate students at a large North American university. Our findings demonstrated that learners were able to effectively and enjoyably learn about historical differences between past and present historical locations by contextualizing their visual representations, and that the two mobile AR apps were effective both in and outside of the laboratory. Learners were virtually situated in the historical location in Study 1 and physically visited the location in Study 2. In comparing results -015-9420-7 between studies, findings revealed that learners were able to identify more differences outdoors and required less scaffolding to identify differences. Learners reported high levels of enjoyment throughout both studies, but more enjoyment and less boredom in the outdoor study. Eye tracking results from Study 1 indicated that learners frequently compared historical information by switching their gaze between mobile devices and a Smart Board, which virtually situated them at the historical location. Results enhance our understanding of AR applications' effectiveness in different contexts (virtual and location-based). Design recommendations for mobile AR apps are discussed.Education Tech Research Dev (2016) 64:359-388 DOI 10.1007/s11423
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