How Augmented Reality Influences Student Workload in Engineering Education

Author(s):  
Wenbin Guo ◽  
Jung Hyup Kim
Author(s):  
Kevin G. Kearney ◽  
Elizabeth M. Starkey ◽  
Scarlett R. Miller

Abstract Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.


2020 ◽  
Vol 1 ◽  
pp. 1677-1686
Author(s):  
J. Chlebusch ◽  
I. Köhler ◽  
C. Stechert

AbstractAugmented Reality (AR) is to be used extensively in today's digitized teaching in order to enable students to a more efficient learning. However, teaching content must not be only digitised, but must be communicated in a meaningful way. For this purpose, a generally valid flowchart has been developed, that allows lectures to choose the right content for AR experiences. In order to create this flowchart, empirical values from test runs were combined with pedagogically proven empirical values for good teaching.


2022 ◽  
Vol 18 (1) ◽  
pp. em2064
Author(s):  
Roberto Santiago Bellido García ◽  
Luis Gerardo Rejas Borjas ◽  
Alejandro Cruzata-Martínez ◽  
Merce Concepción Sotomayor Mancisidor

Author(s):  
Nina Schiffeler ◽  
Anas Abdelrazeq ◽  
Valerie Stehling ◽  
Ingrid Isenhardt ◽  
Anja Richert

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