Augmented reality based mobile learning system design in preschool education

Author(s):  
Muhammet Baykara ◽  
Ugur Gurturk ◽  
Bedirhan Atasoy ◽  
Ibrahim Percin
2013 ◽  
Vol 9 (12) ◽  
pp. 594627 ◽  
Author(s):  
Da-Ren Chen ◽  
Mu-Yen Chen ◽  
Tien-Chi Huang ◽  
Wen-Pao Hsu

Author(s):  
Mohammad Faizal Amir ◽  
Novia Ariyanti ◽  
Najih Anwar ◽  
Erik Valentino ◽  
Dian Septi Nur Afifah

Augmented Reality research in mobile learning systems so far have not especially to improve Preservice Students Teachers' (PSTs) geometry understanding in mathematical development. Studies conducted in this study basically use a case study. This research aims to develop a mobile augmented reality system for PSTs learning so that it can be used to improve PSTs understanding of mathematics development includes doing, image-making, an image having, property noticing, formalizing, observing, structuring and inventing. In this development, PSTs can understand the understanding of the geometry transformation is a translation, reflection, rotation, and dilatation.


Author(s):  
Na Wei ◽  
ZhongWu Li

Mobile learning applications enable people to spend fragmented time to improve their knowledge and competitiveness. Enterprises aim to design innovative applications and create a new learning mode for the public, and the open innovation strategies may help companies achieve their goals. In the current study, the English learning application “LAIX” was investigated, and an online survey was used to obtain data from 289 university students in Guangzhou. This study combines the technology acceptance model (TAM) with flow theory (FT), investigating the psychological experience factors and the system characteristics that influence users’ behavior intentions. The exploration of perceptual variables will promote the establishment of an open innovation model of mobile learning applications. The aim of the study was to establish a theoretical framework to more deeply explore users’ intentions in mobile learning applications. Structural equation modeling (SEM) was used to help measure the relationship between variables and determine the model fit. This research reveals that telepresence is the most important variable that impacts user intentions to use mobile learning applications. In addition, the mediating effect of the flow experience was tested. Telepresence and interactivity indirectly influence behavioral intention through the variable “flow”. Users appear to be more concerned with the flow experience, which shows the highest correlation with intention to use the application. This study may assist companies to innovate system characteristics and improve customers’ user experience, for instance, by integrating virtual reality (VR) technology into the mobile learning system to improve their open innovation level and market popularity.


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