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Usage of augmented reality (AR) and development of e-learning outcomes: An empirical evaluation of students’ e-learning experience
Computers & Education ( IF 12.0 ) Pub Date : 2021-11-16 , DOI: 10.1016/j.compedu.2021.104383
Abdullah M. Baabdullah 1 , Abdulellah A. Alsulaimani 2 , Alhasan Allamnakhrah 3 , Ali Abdallah Alalwan 4, 5 , Yogesh K. Dwivedi 6, 7 , Nripendra P. Rana 8
Affiliation  

This study aims to examine students' experience of augmented reality learning applications (AR.LRP). Uses and gratifications theory was proposed as a theoretical foundation of the current study's conceptual model. Four dimensions of UGT benefits were proposed as key antecedences of the students' experience with AR.LRP: personal interactive benefits, social interactive benefits, affective benefits, and cognitive benefits. The model was also extended by considering the role of telepresence. Further, technostress was proposed on the current study to moderate the relationship between the aspects of UGT and e-learning experience. A sample size of 500 undergraduate students from the four largest Universities in Saudi Arabia was used in the current study survey. The statistical results largely support the significant impact of personal interactive benefits, affective benefits, and cognitive benefits, and telepresence on student experience with AR.LRP. Technostress was also found to significantly moderate the relationship between UGT dimensions and student experience with AR.LRP. Further, results support a significant relationship between student experience with AR.LRP and students' learning performance. This study has contributed to the perspectives of researchers and practitioners by highlighting the most important aspects and characteristics that ensure a distinctive and positive students' experience of the drum with applications with AR.LRP.



中文翻译:

增强现实 (AR) 的使用和电子学习成果的发展:对学生电子学习体验的实证评估

本研究旨在检查学生对增强现实学习应用程序 (AR.LRP) 的体验。使用和满足理论被提出作为当前研究概念模型的理论基础。提出了 UGT 益处的四个维度作为学生使用 AR.LRP 体验的关键前提:个人互动益处、社交互动益处、情感益处和认知益处。该模型还通过考虑远程呈现的作用进行了扩展。此外,在当前的研究中提出了技术压力,以调节 UGT 方面与电子学习体验之间的关系。当前的研究调查使用了来自沙特阿拉伯四所最大大学的 500 名本科生的样本量。统计结果在很大程度上支持个人互动收益、情感收益和认知收益以及远程呈现对学生使用 AR.LRP 体验的显着影响。还发现 Technostress 可以显着调节 UGT 维度与学生使用 AR.LRP 的体验之间的关系。此外,结果支持学生使用 AR.LRP 的体验与学生的学习表现之间存在显着关系。本研究通过突出最重要的方面和特征,确保学生通过 AR.LRP 应用程序获得独特和积极的鼓体验,从而为研究人员和从业者的观点做出了贡献。还发现 Technostress 可以显着调节 UGT 维度与学生使用 AR.LRP 的体验之间的关系。此外,结果支持学生使用 AR.LRP 的体验与学生的学习表现之间存在显着关系。本研究通过突出最重要的方面和特征,确保学生通过 AR.LRP 应用程序获得独特和积极的鼓体验,从而为研究人员和从业者的观点做出了贡献。还发现 Technostress 可以显着调节 UGT 维度与学生使用 AR.LRP 的体验之间的关系。此外,结果支持学生使用 AR.LRP 的体验与学生的学习表现之间存在显着关系。本研究通过突出最重要的方面和特征,确保学生通过 AR.LRP 应用程序获得独特和积极的鼓体验,从而为研究人员和从业者的观点做出了贡献。

更新日期:2021-11-17
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