The Impact of Mobile Augmented Reality Design Implementation on User Engagement

Author(s):  
Mervat Medhat Youssef ◽  
Sheren Ali Mousa ◽  
Mohamed Osman Baloola ◽  
Basma Mortada Fouda
2018 ◽  
pp. 1660-1678
Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


2015 ◽  
Vol 77 (29) ◽  
Author(s):  
Dendi Permadi ◽  
Ahmad Rafi

This paper suggested a conceptual model of user engagement for mobile based augmented reality (AR) games. Literature revealed the importance of user engagement for defining a successful technology application such as game. However, user engagement in particular is still not clearly studied for the mobile augmented reality games area. This paper critically reviewed the relations of user engagement elements in the mobile augmented reality game and guidelines that related to engagement for such type of games. It then recommended eight attributes of user engagement conceptual model for mobile based augmented reality games that can be used by game designer to design engaging mobile AR games for the industry and future AR engagement research.


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