Research on Augmented Reality (AR) in education has demonstrated that AR applications designed with diverse components boost student motivation in educational settings. However, most of the research conducted to date, does not define exactly what those components are and how these components positively affect student motivation. This study, therefore, attempts to identify some of the components that positively affect student motivation in mobile AR learning experiences to contribute to the design and development of motivational AR learning experiences for the Vocational Education and Training (VET) level of education. To identify these components, a research model constructed from the literature was empirically validated with data obtained from two sources: 35 students from four VET institutes interacting with an AR application for learning for a period of 20 days, and a self-report measure obtained from the Instructional Materials Motivation Survey (IMMS). We found that the following variables: use of scaffolding, real-time feedback, degree of success, time on-task and learning outcomes are positively correlated with the four dimensions of the ARCS model of motivation: Attention, Relevance, Confidence, and Satisfaction. Implications of these results are also described.
Insights Into the Factors Influencing Student Motivation in Augmented Reality Learning Experiences in Vocational Education and Training
Jorge Bacca,S. Baldiris,R. Fabregat,Kinshuk
Published 2018 in Frontiers in Psychology
ABSTRACT
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- Publication year
2018
- Venue
Frontiers in Psychology
- Publication date
2018-08-21
- Fields of study
Medicine, Computer Science, Education, Psychology
- Identifiers
- External record
- Source metadata
Semantic Scholar, PubMed
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