TY - GEN
T1 - Mixed reality classroom - Learning from entertainment
AU - Liu, Wei
AU - Cheok, Adrian David
AU - Mei-Ling, Charissa Lim
AU - Theng, Yin Leng
PY - 2007
Y1 - 2007
N2 - The new digital landscape is influencing and challenging conventional delivery modes in education. Mixed Reality (MR), one of the newest technologies explored in edutainment, promises the potential to revolutionise learning and teaching, making learners' experience more "engaging". In this paper, we will introduce a MR classroom developed for a local primary school in Singapore. Currently, two modules on Solar System and Plant System had been developed in our MR classroom, providing support for classroom teaching and self-learning. This novel, interesting learning experience is provided by combining tangible interactions and mixed reality technologies. History has shown us that as new technologies evolve, there is a need to carry out user studies as early as possible, to identify and address usability and usefulness issues. There is little known work carried out to understand students' acceptance of the MR technology for learning, and the factors pertinent to influence their intention to use it. A study on our MR classroom was conducted. Participants were surveyed on their perceptions towards the Plant Mixed Reality program. Preliminary results seemed to indicate participants' intention to use MR for learning, and it was influenced directly by perceived usefulness, and indirectly through perceived ease of use and social influence. The paper concludes with a discussion on design implications on MR systems.
AB - The new digital landscape is influencing and challenging conventional delivery modes in education. Mixed Reality (MR), one of the newest technologies explored in edutainment, promises the potential to revolutionise learning and teaching, making learners' experience more "engaging". In this paper, we will introduce a MR classroom developed for a local primary school in Singapore. Currently, two modules on Solar System and Plant System had been developed in our MR classroom, providing support for classroom teaching and self-learning. This novel, interesting learning experience is provided by combining tangible interactions and mixed reality technologies. History has shown us that as new technologies evolve, there is a need to carry out user studies as early as possible, to identify and address usability and usefulness issues. There is little known work carried out to understand students' acceptance of the MR technology for learning, and the factors pertinent to influence their intention to use it. A study on our MR classroom was conducted. Participants were surveyed on their perceptions towards the Plant Mixed Reality program. Preliminary results seemed to indicate participants' intention to use MR for learning, and it was influenced directly by perceived usefulness, and indirectly through perceived ease of use and social influence. The paper concludes with a discussion on design implications on MR systems.
KW - Edutainment
KW - Mixed reality
KW - Technology acceptance model
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=77953815368&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77953815368&partnerID=8YFLogxK
U2 - 10.1145/1306813.1306830
DO - 10.1145/1306813.1306830
M3 - Conference contribution
AN - SCOPUS:77953815368
SN - 9781595937087
T3 - ACM International Conference Proceeding Series
SP - 65
EP - 72
BT - DIMEA 2007
T2 - 2nd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2007
Y2 - 19 September 2007 through 21 September 2007
ER -