CIDI - Open Access.

Idioma principal | Segundo idioma

Relação entre Mobile Learning e Realidade Aumentada (RA): articulações e fatores de engajamento por parte do usuário – uma revisão integrativa

Relationship between Mobile Learning and Augmented Reality (AR): articulations and user engagement factors – an integrative review

Puppi, Maicon Bernert ; Fadel, Luciane Maria ;

CIDI:

A tecnologia de Realidade Aumentada (RA) aplicada ao processo de mobile learning é um fenômeno que tem se ampliado no contexto educacional. No entanto, sabe-se pouco sobre como ocorre o engajamento do usuário em atividades desse fenômeno. O objetivo desse trabalho é fazer uma análise do estado da arte dessa relação (RA + m-learning + engajamento do usuário). Para tanto, utilizou-se o método de Revisão Integrativa (RI), através de um modelo proposto. Verifica-se um conjunto de efeitos de uso no aprendiz em m-learning com RA, entre os quais ressaltam-se o "prazer", o "entusiasmo" e a "curiosidade". Impactos como a "gestão de diálogo", "de tempo" e "a melhora no agrupamento de informações" também foram observados. Através da análise dos artigos foram elencados modos de articulação entre m-learning e RA, além de fatores para o engajamento do usuário. Como conclusão, destacam-se a importância da compreensão do fator "engajamento" no processo tecnológico-educacional. O valor do designer da informação como agente de ponderação na real necessidade (ou não) de se aplicar uma nova tecnologia de RA, ainda em desenvolvimento, numa abordagem educacional móvel, também deve ser salientado. Futuras pesquisas podem se voltar ao aprimoramento do modelo de RI desenvolvido, bem como à aplicação do levantamento em projetos teórico-práticos envolvendo RA + m-learning, como ensaios com o usuário.

CIDI:

The Augmented Reality (AR) technology applied to the mobile learning process is a phenomenon that has been expanding in the educational context. Likewise, little is known about how user engagement occurs in activities of this phenomenon. Main goal of this work is analyzing state-of-the-art of this relationship (AR + m-learning + user engagement). For this purpose, we use the Integrative Review (IR) method, through a proposed model. There is a set of use effects on the learner in m-learning with AR, among which "pleasure", "enthusiasm" and "curiosity" stand out. Impacts such as "dialog management", "time management" and "improvement in information grouping" were also verified. Through paper’s analysis, modes of articulation between m-learning and AR were listed, as well as factors for user engagement. In conclusion, we highlight the importance of understanding the "engagement" factor in technological-educational process. Value of the information designer as a balancing agent in the real need (or not) to apply a new AR technology, still under development, in a mobile educational approach, should also be highlighted. Future research may focus on improving the developed integrative review model, as well as applying these results in theoretical-practical projects involving RA+ m-learning, such as user tests.

Palavras-chave: mobile learning, realidade aumentada, engajamento, revisão integrativa,

Palavras-chave: mobile learning, augmented reality, engagement, integrative review,

DOI: 10.5151/cidiconcic2023-44_652526

Referências bibliográficas
  • [1] Al-Emran, M., & Shaalan, K. (2015). Learners and educators attitudes towards mobile learning in higher education: State of the art. In 2015 International Conference on Advances in Computing, Communications and Informatics (ICACCI) (pp. 907-913). IEEE.
  • [2] Arici, F., Yildirim, P., Caliklar, Ş., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142, 103647.
  • [3] Azuma, R. T. (1997). A survey of augmented reality. Presence: teleoperators & virtual environments, 6(4), 355-385.
  • [4] Baabdullah, A. M., Alsulaimani, A. A., Allamnakhrah, A., Alalwan, A. A., Dwivedi, Y. K., & Rana, N. P. (2022). Usage of augmented reality (AR) and development of e-learning outcomes: An empirical evaluation of students’e-learning experience. Computers & Education, 177, 104383.
  • [5] Ballard, B. (2007). Designing the mobile user experience. John Wiley & Sons.
  • [6] Cai, S., Wang, X., & Chiang, F. K. (2014). A case study of Augmented Reality simulation system application in a chemistry course. Computers in human behavior, 37, 31-40.
  • [7] Chang, S. C., & Hwang, G. J. (2018). Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions. Computers & Education, 125, 226-239.
  • [8] Chen, S. Y., & Liu, S. Y. (2020). Using augmented reality to experiment with elements in a chemistry course. Computers in Human Behavior, 111, 10641
  • [9] Choi, J. H., & Lee, H. J. (2012). Facets of simplicity for the smartphone interface: A structural model. International Journal of Human-Computer Studies, 70(2), 129-142.
  • [10] Conforto, E. C., Amaral, D. C., & Silva, S. D. (2011). Roteiro para revisão bibliográfica sistemática: aplicação no desenvolvimento de produtos e gerenciamento de projetos. Trabalho apresentado, 8.
  • [11] Crompton, H. (2013). A Historical Overview of M-Learning: Toward Learner-Centered Education Through the study of recent histories. In Handbook of Mobile Learning (pp. 41-52). Routledge.
  • [12] Cybis, W., Betiol, A. H. F. R., & Faust, R. (2007). Ergonomia e usabilidade: Conhecimentos. Métodos e Aplicações, Novatec.
  • [13] Goebert, C., & Greenhalgh, G. P. (2020). A new reality: Fan perceptions of augmented reality readiness in sport marketing. Computers in Human Behavior, 106, 106231.
  • [14] Higgins, J. P., Thomas, J., Chandler, J., Cumpston, M., Li, T., Page, M. J., & Welch, V. A. (Eds.). (2019). Cochrane handbook for systematic reviews of interventions. John Wiley & Sons.
  • [15] Hung, S. W., Chang, C. W., & Ma, Y. C. (2021). A new reality: Exploring continuance intention to use mobile augmented reality for entertainment purposes. Technology in Society, 67, 101757.
  • [16] Jantjies, M., Moodley, T., & Maart, R. (2018). Experiential learning through virtual and augmented reality in higher education. In Proceedings of the 2018 international conference on education technology management (pp. 42-45).
  • [17] Kaplan, A. M., & Haenlein, M. (2009). The fairyland of Second Life: Virtual social worlds and how to use them. Business horizons, 52(6), 563-572.
  • [18] Kao, G. Y. M., & Ruan, C. A. (2022). Designing and evaluating a high interactive augmented reality system for programming learning. Computers in Human behavior, 132, 107245.
  • [19] Krüger, J. M., Palzer, K., & Bodemer, D. (2022). Learning with augmented reality: Impact of dimensionality and spatial abilities. Computers and Education Open, 3, 100065.
  • [20] Li, J., Van der Spek, E. D., Hu, J., & Feijs, L. (2019). Turning your book into a game: improving motivation through tangible interaction and diegetic feedback in an AR mathematics game for children. In Proceedings of the annual symposium on computer-human interaction in play (pp. 73-85).
  • [21] Li, J., Van der Spek, E. D., Yu, X., Hu, J., & Feijs, L. (2020). Exploring an augmented reality social learning game for elementary school students. In Proceedings of the Interaction Design and Children Conference (pp. 508-518).
  • [22] López-Faican, L., & Jaen, J. (2020). EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children. Computers & Education, 149, 103814.
  • [23] Love, S. (2005). Understanding mobile human-computer interaction. Elsevier.
  • [24] Matias, A., & Wolf, D. F. (2013). Engaging students in online courses through the use of mobile technology. In Increasing student engagement and retention using mobile applications: Smartphones, Skype and texting technologies. Emerald Group Publishing Limited.
  • [25] Meirelles, F. S. (2023). Pesquisa anual de uso de TI nas empresas. Fundação Getúlio Vargas. https://eaesp.fgv.br/sites/eaesp.fgv.br/files/u68/pesti-fgvcia-2023-resumoppt.pdf
  • [26] Menon, D. (2022). Uses and gratifications of educational apps: A study during COVID-19 pandemic. Computers and Education Open, 3, 100076.
  • [27] Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
  • [28] Moreira, F., Pereira, C. S., Durão, N., & Ferreira, M. J. (2018). A comparative study about mobile learning in Iberian Peninsula Universities: Are professors ready?. Telematics and Informatics, 35(4), 979-992.
  • [29] Mota, J. M., Ruiz-Rube, I., Dodero, J. M., & Arnedillo-Sánchez, I. (2018). Augmented reality mobile app development for all. Computers & Electrical Engineering, 65, 250-260.
  • [30] Quinn, C. (2000). mLearning: Mobile, wireless, in-your-pocket learning. LiNE Zine, 2006(1), 2.
  • [31] Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.
  • [32] Sharples, M., Taylor, J., & Vavoula, G. (2010). A theory of learning for the mobile age: Learning through conversation and exploration across contexts. Medienbildung in neuen Kulturräumen: die deutschprachige und britische Diskussion, 87-99.
  • [33] Tori, R. (2009). Desafios para o design de informação em ambientes de realidade aumentada. InfoDesign: Revista Brasileira de Design da Informação, 6(1).
  • [34] Tuli, N., & Mantri, A. (2020). Usability principles for augmented reality based kindergarten applications. Procedia Computer Science, 172, 679-687.
Como citar:

Puppi, Maicon Bernert; Fadel, Luciane Maria; "Relação entre Mobile Learning e Realidade Aumentada (RA): articulações e fatores de engajamento por parte do usuário – uma revisão integrativa", p. 686-703 . In: . São Paulo: Blucher, 2024.
ISSN 2318-6968, DOI 10.5151/cidiconcic2023-44_652526

últimos 30 dias | último ano | desde a publicação


downloads


visualizações


indexações