Introduction of augmented reality as a pedagogical tool to enhance learning at tertiary level in Mauritius
Version: 0,
Uploaded by: Administrator,
Date Uploaded:
1 November 2018
Warning
You are about to be redirected to a website not operated by the Mauritius Research and Innovation Council. Kindly note that we are not responsible for the availability or content of the linked site. Are you sure you want to leave this page?
The related study investigated the impact of Augmented Reality on students' learning within a tertiary education setting in Mauritius. In order to achieve the study objectives, a mobile Augmented Reality application called ARBrain was developed. Precisely, the study weighed learning enhancement levels, motivation and the perceived acceptance of the technology as participants engaged in a lesson relating to the human brain anatomy. A total of eighty research participants from the Middlesex University Mauritius Branch Campus took part in the study. They were recruited from a variety of departments and assigned randomly in a split 40:40 ratio of two groups: (1) Augmented Reality Instruction; and (2) Traditional Instruction. Based on their assigned groups, participants were either treated to Augmented Reality based instructions or Traditional 2-Dimensional instructions. At the end of the lesson, participants from both groups were required to take a post-test based on what they had learnt. Furthermore, participants that took part in the Augmented Reality Instruction treatment, were also required to take a Technology Acceptance test. Analysis of results derived from the posttests of both Augmented Reality Instruction and Traditional Instruction treatment groups, highlighted a strong significant difference in learning gains. In addition, the Technology Acceptance test taken by the Augmented Reality Instruction group also showed that the use of Augmented Reality, had a positive effect on students' motivation to learn, and also reflected as the main reason for their acceptance of the technology.