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Mixed Reality Classroom-Learning from Entertainment

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User Study. The Pilot Study ... User Acceptance Study on a Plant Mixed Reality System (PMRS) ... The study shows that students' intention to use MR for learning ... – PowerPoint PPT presentation

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Title: Mixed Reality Classroom-Learning from Entertainment


1
Mixed Reality Classroom-Learning from
Entertainment
  • Wei Liu, Adrian David Cheok
  • Mixed Reality Lab, National University of
    Singapore
  • Charissa Lim Mei-Ling, Yin-Leng Theng
  • Wee Lim Wee School of Communication and
    Information, Nanyang Technological University,
    Singapore

2
Introduction
  • Enables constructivism and experiential learning
  • Enables social or collaborative learning
  • Presence Allowing students to feel a sense of
    presence
  • Immersion
  • Interactivity

3
System Overview
  • Contents design
  • System design to suitable for the classroom
    environment and motivating students
  • Simplicity and robustness suitable for children
    or people without IT background

4
System Design
  • Solar System Overview

5
User Interactions (Solar System)
  • what
    happen when you put different

  • objects on the Earth
    or the Mars
  • Pick up different layers of the Earth

6
Quiz (Solar System)
7
Plant System
  • Seed Germination

8
  • Seed dispersal

9
  • Photosynthesis

10
  • Reproduction

Self-pollination
11
User Study
  • The Pilot Study
  • The whole study is divided into four sessions
    demonstration, brief hand-on, task-oriented
    interaction and focus group session.
  • Finding and analysis
  • 1. Usability
  • 2. The factors relate with the improvement the
    acceptance

12
User Acceptance Study on a Plant Mixed Reality
System (PMRS)
  • Theoretical Model Technology Acceptance Model
    (TAM)
  • Objectives First, this study investigated
    factors that might influence the acceptance of
    PMRS Second, the determinants of students
    perceptions were also investigated.

13
Research questions
  • RQ1 What factors affect students perceived
    usefulness, perceived ease of use and intention
    to use mixed reality programs for learning?
  • RQ2 What factors affect educators perceived
    usefulness, perceived ease of use and intention
    to use mixed reality programs for teaching?
  • RQ3 How receptive are students and educators
    towards the use of mixed reality programs, based
    on these factors and constructs?

14
Modified Technology Acceptance Model and
Hypotheses
  • Set H1 Hypotheses Experience-related
  • Set H2 Hypotheses System-related
  • Set H3 Hypotheses Individual-related
  • Set H4 Hypotheses Social influence-related
  • Set H5 Hypotheses Overall Perception

15
Result and Analyses
  • General Response
  • Experience-related Response
  • System-related Response
  • Individual-related Response
  • Social Influence-related Response

16
Hypotheses Testing
  • Perceived enjoyment attitude - Interest
    engagement
  • System quality perceived ease of use
  • Personal innovativeness - compatibility
  • Social influence - perceived usefulness
  • Perceived usefulness was more important than
    perceived ease of use as a factor in determining
    intention to use.

17
Discussion and design implication
  • Experience-related findings
  • System-related findings
  • Individual-related findings
  • Social Influence-related findings
  • TAM-related findings

18
Conclusion and Future Works
  • Our MR classroom project had been used for pilot
    classroom teaching and obtained initial ,
    positive feedback from teachers and student.
  • The study shows that students intention to use
    MR for learning was influenced directly by
    perceived usefulness and indirectly through
    perceived ease of use and social influence.
  • Future work will focus on improving the system
    quality such as new tracking algorithm,
    applications and interactions design

19
Thank You
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