Immersive Learning Experiences: Technology Enhanced Instruction, Adaptive Learning, Augmented Reality, and M-Learning in Informal Learning Environments

David Squires*
Assistant Professor, Department of Curriculum, Instruction, and Learning Sciences, Texas A&M University-Corpus Christi, USA.
Periodicity:January - March'2019
DOI : https://doi.org/10.26634/jet.15.4.15410

Abstract

This study details the second iterative data collection cycle of an Augmented Reality mobile application platform for three months at an Art Museum in the Southern United States. Data was collected utilizing a mobile Augmented Reality application implementation within the informal learning environment. The immersive experience campaign tracked participants’ use of the mobile AR application, time on task, and how long each learning artifact was engaged with within the museum site. The AR app was downloaded and activated by a total of (N =149) unique users between February and April. Users reported increased engagement with the informal learning environment and returned to use the app 76.4% of the time.

Keywords

Augmented Reality, Adaptive Learning, Immersive Learning, M-Learning, Personalized Learning

How to Cite this Article?

Squires, D. R. (2019). Immersive Learning Experiences: Technology Enhanced Instruction, Adaptive Learning, Augmented Reality, and M-Learning in Informal Learning Environments. i-manager’s Journal of Educational Technology, 15(4), 17-22. https://doi.org/10.26634/jet.15.4.15410

References

[1]. Capuano, N., Gaeta, A., Guarino, G., Miranda, S., & Tomasiello, S. (2016). Enhancing augmented reality with cognitive and knowledge perspectives: A case study in museum exhibitions. Behaviour & Information Technology, 35(11), 968-979.
[3]. Hatala, M., & Wakkary, R. (2005). Ontology-based user modeling in an augmented audio reality system for museums. User Modeling and User - Adapted Interaction, 15(3-4), 339-380.
[4]. He, Z., Wu, L., & Li, X. R. (2018). When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions. Tourism Management, 68, 127-139.
[5]. Mann, S., Furness, T., Yuan, Y., Iorio, J., & Wang, Z. (2018). All reality: Virtual, augmented, mixed (X), mediated (X, Y), and multimediated reality. arXiv preprint arXiv:1804.08386.
[6]. Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (2004). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies.
[7]. Montalto-Rook, M., Asino, T. I., & Thanomsing, C. (2010). Instructional design theories on mLearning: Developing a framework. In M. Simonson (Ed.), Proceedings of the Annual Conference of the Association for Educational Communications and Technology, Design and Development Division (pp. 195-198), Anaheim, CA.
[8]. Rhodes, G. A. (2015). Future museums now- Augmented Reality musings. Public Art Dialogue, 5(1), 59- 79.
[9]. Salmi, H., Thuneberg, H., & Vainikainen, M. (2016). Making the invisible observable by Augmented Reality in informal science education context. International Journal of Science Education, Part B, 7(3), 253-268.
[10]. Squires, D. R. (2018). Bridging the learning gap augmented reality's impact on associative information processing, cognitive load, & working memory: A mixed-methods research study. Journal of Educational Technology, 15(1), 17-25.
[11]. Tomiuc, A. (2014). Navigating culture, enhancing visitor museum experience through mobile technologies, from smartphones to google glass. Journal of Media Research, 7(3), 33-47.
[12]. Torres-Ruiz, M., Mata, F., Zagal, R., Guzmán, G., Quintero, R., & Moreno-Ibarra, M. (2018). A recommender system to generate museum itineraries applying augmented reality and social-sensor mining techniques. Virtual Reality, 1-15.
[13]. Wojciechowski, R., Walczak, K., White, M., & Cellary, W. (2004, April). Building virtual and augmented reality museum exhibitions. In Proceedings of the Ninth International Conference on 3D Web Technology (pp. 135-144). ACM.
[14]. Yoon, S. A., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer- Supported Collaborative Learning, 7(4), 519-541.
If you have access to this article please login to view the article or kindly login to purchase the article

Purchase Instant Access

Single Article

North Americas,UK,
Middle East,Europe
India Rest of world
USD EUR INR USD-ROW
Online 15 15

Options for accessing this content:
  • If you would like institutional access to this content, please recommend the title to your librarian.
    Library Recommendation Form
  • If you already have i-manager's user account: Login above and proceed to purchase the article.
  • New Users: Please register, then proceed to purchase the article.