Insights Into the Factors Influencing Student Motivation in Augmented Reality Learning Experiences in Vocational Education and Training

Autor/a

Bacca Acosta, Jorge Luis

Baldiris Navarro, Silvia Margarita

Fabregat Gesa, Ramon

Kinshuk

Otros/as autores/as

Ministerio de Economía y Competitividad (Espanya)

Fecha de publicación

2018-08-19



Resumen

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


This work was supported in part by the Spanish Science and Education Ministry through the Open Co-Creation Project under Grant TIN2014-53082-R, and in part by the Comunicacions i Sistemes Distribuïts Project through the University of Girona (UdG) 2016-2018 under Grant MPCUdG2016

Tipo de documento

Artículo
Versión publicada
peer-reviewed

Lengua

Inglés

Materias y palabras clave

Realitat augmentada; Augmented reality; Aprenentatge actiu; Active learning; Motivació en l'educació; Motivation in education

Publicado por

Frontiers Media

Documentos relacionados

info:eu-repo/semantics/altIdentifier/doi/10.3389/fpsyg.2018.01486

info:eu-repo/semantics/altIdentifier/eissn/1664-1078

info:eu-repo/grantAgreement/MINECO//TIN2014-53082-R/ES/CREACION COLABORATIVA DE RECURSOS Y PRACTICAS EDUCATIVAS ABIERTAS PARA LA DIVERSIDAD/

Derechos

Attribution 4.0 International

http://creativecommons.org/licenses/by/4.0/

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