2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning Through Virtual &Amp; Augmented Reality (KELVAR) 2016
DOI: 10.1109/kelvar.2016.7563677
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Towards the development of guidelines for educational evaluation of augmented reality tools

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Cited by 13 publications
(5 citation statements)
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“…In this section, we will discuss some principles that are important to be taken into account in similar situations. These aspects have already been discussed in [18].…”
Section: Guidelines For Educational Evaluationmentioning
confidence: 85%
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“…In this section, we will discuss some principles that are important to be taken into account in similar situations. These aspects have already been discussed in [18].…”
Section: Guidelines For Educational Evaluationmentioning
confidence: 85%
“…Mobile learning or, simply, m-learning is the didactic-pedagogical expression used to designate a new educational "paradigm" based on the use of mobile technologies [58]. Also, McGreal [55] adds that "m-learning happens in [50], [76], [17], [52], [51], [8], [28], [27], [64], [32], [37], [80], [62], [7], [31], [45], [18], [30], [20] Not mentioned [74], [70], [9] Situated learning [33], [67], [39] Cognitive theory of multimedia learning and cognitive load theory [42], [82] Cognitive load theory [73], [39] Learning styles theory [35], [38] Mobile learning context in which it is needed and relevant and is situated within the active cognitive processes of individual and groups of learners. " Thus, it takes advantage of the widely available mobile devices to provide access to learning anywhere and anytime, which changes many paradigms of traditional education.…”
Section: Fig 4 Papers According To the Design Methodologymentioning
confidence: 99%
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“…Unlike other computer interfaces that draw users away from the real world and onto the screen, AR interfaces enhance the real-world experience [61]. The proposed AR applications for Education can be categorized into: applications to create the AR content, AR books, AR games, and subject specific applications [51].…”
Section: Rq3: Existing Ar Educational Applications and Its Categoriesmentioning
confidence: 99%
“…Researchers investigated the use of AR to support traditional K–12 curriculum materials. They suggested three guidelines when considering using AR for educational purposes, which include using both quantitative and qualitative metrics to gain an overview of the effects and situation of use in the educational environment, considering the long-term impact of the technology on the student’s learning, and considering the level of involvement and demands placed on the teacher in order to use the technology (Da Silva et al, 2016).…”
Section: Ar/vr Ergonomic Applications In Educationmentioning
confidence: 99%