Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories
Introduction
In the broadest terms, augmented reality (AR) can be defined as “a real world context that is dynamically overlaid with coherent location or context sensitive virtual information” (Klopfer & Squire, 2008, p. 205). AR has three main characteristics: (a) a combination of virtual and real objects in a real setting, (b) people working interactively in real time, and (c) an alignment between real and virtual objects (Azuma et al., 2001). AR was first used in the 1990s, when applications were related to the training of pilots (Caudell & Mizell, 1992). Medical educators soon used it as well. The use of AR technology is now becoming increasingly popular in the fields of engineering (Behzadan, Dong, & Kamat, 2015), environmental science (Tsai et al., 2012), and particularly education (Yen, Tsai, & Wu, 2013). Currently, AR technology is used in every level of schooling, from K-12 (Chiang et al., 2014b, Kerawalla et al., 2006) to higher education (Ferrer-Torregrosa, Torralba, Jimenez, García, & Barcia, 2015). Though initially the application of this technology required high-end electronics hardware and sophisticated equipment for educational environments, such as head-mounted displays (HMD), this technology is used more widely now because new AR applications are supported by computers and mobile devices (smartphone, tablet PC, etc.) (Wu, Lee, Chang, & Liang, 2013). Mobile devices with improved hardware properties are available at lower prices, and so the use of AR technology is not as difficult as it once was (Gervautz and Schmalstieg, 2012, Martin et al., 2011, Squire and Klopfer, 2007).
Studies have shown that AR technology can greatly enhance educational outcomes (Chiu, DeJaegher, & Chao, 2015). For instance, AR helps students to engage in authentic explorations in the real world (Dede, 2009). AR enables us to experience scientific experiments, such as chemical reactions, that we cannot easily experience in the real world (Klopfer & Squire, 2008). AR also makes it possible to visualize concepts such as airflow or magnetic fields, and also events, by displaying virtual elements over real objects (Dunleavy et al., 2009, Wu et al., 2013). AR helps students to improve their knowledge and skills, and does so more effectively than other technologies (ElSayed, Zayed, & Sharawy, 2011). It increases students’ motivation, and in this way, students gain better investigation skills and do not experience conceptual fallacies (Sotiriou & Bogner, 2008).
Though it offers many advantages, AR poses some challenges that must be considered. Lin, Hsieh, Wang, Sie, and Chang (2011) reported that students find AR complicated and experience some technical problems while engaging with it. For example, in location-based AR applications, there are sometimes problems with GPS accuracy (Chiang et al., 2014b). Without a good interface design and the provision of extensive guidance, AR technology can be overly complex for students (Squire & Jan, 2007). The use of a variety of devices for AR applications may create even more technical problems (Wu et al., 2013). Also, the resistance of some teachers and faculty to AR technology is an occasional obstacle for AR usage in education (Kerawalla et al., 2006). For students, complicated tasks and large amounts of information to master may increase their cognitive loads and prevent their learning (Cheng and Tsai, 2013, Dunleavy et al., 2009). However, careful consideration all of these challenges during the processes of design and application can help in the development of more effective uses of AR for science education.
Section snippets
Theoretical background
The multimedia learning theory provides potential explanations of how AR may improve learning (Chiang et al., 2014a, Santos et al., 2014, Sommerauer and Müller, 2014). Multimedia is defined as the presentation of material using both words (e.g., printed or spoken text) and pictures (e.g., graphs, photos, animation, video) (Mayer, 2009). Mayer has shown that certain principles in this theory are directly related to AR annotation applications (Santos et al., 2014). These include the multimedia
Research purposes
Cheng and Tsai (2013) conducted a literature review on the use of AR technology in education. They reported that studies on AR in science education are few in number and that the field is in its infancy. The existing research focuses on issues such as development, usability, and initial implementation (Blake and Butcher-Green, 2009, El Sayed et al., 2011, Kaufmann and Schmalstieg, 2003). Students' laboratory skills and learning outcomes have been ignored to a great extent (Cheng & Tsai, 2013).
Method
A quasi-experimental pre-test/post-test control group design (Campbell & Stanley, 1966) was used in this study. While the experimental group used an AR-assisted laboratory manual, the control group used a traditional laboratory manual.
Profile of the students
In order to collect information about the technology experiences of all the students, the time they typically spend on a computer, tablet PC, smart phone, and on the Internet was analyzed with the descriptive statistics method (see Table 2). Thus, more in-depth information was provided about the demographics of the participants, in case future researchers may want to conduct a similar study.
The findings show that the participants were particularly experienced in the use of computers and the
Discussion and conclusion
In this study, the use of AR technology in a science laboratory was tested to measure the effects on university students' laboratory skills and attitudes towards physics labs. The experimental results show that the AR technology positively affected the students' laboratory skills. Parallel to the literature (Cai et al., 2014, Chen and Tsai, 2012, Wu et al., 2013), this study also shows that AR technology enhances the science learning capabilities of the students. The provision of AR components
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