Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment

Authors

  • Sebastian Oberdörfer Human-Computer Interaction, University of Würzburg, Würzburg, Germany
  • Anne Elsässer Human-Computer Interaction, University of Würzburg, Würzburg, Germany
  • Silke Grafe School Pedagogy, University of Würzburg, Würzburg, Germany
  • Marc Erich Latoschik Human-Computer Interaction, University of Würzburg, Würzburg, Germany

Keywords:

Augmented reality, Education, Serious games, Gamification, Tangible user interfaces

Abstract

The widespread availability of smartphones facilitates the integration of digital, augmented reality (AR), and tangible augmented
reality (TAR) learning environments into the classroom. A haptic aspect can enhance the user’s overall experience during a learning process. To investigate further benefits of using TAR for educational purposes, we compare a TAR and a smartphone learning environment with a traditional worksheet counterpart in terms of learning effectiveness, emotions, motivation, and cognitive load. 64 sixth-grade students from a German high school used one of the three conditions to learn about frog anatomy. We found no significant differences in learning effectiveness and cognitive load. The TAR condition elicited significantly higher positive emotions than the worksheet, but not the smartphone condition. Both digital learning environments elicited significantly higher motivation, in contrast to the worksheet. Thus, our results suggest that smartphone and TAR learning environments are equally beneficial for enhancing learning.

Published

2023-06-17

How to Cite

Oberdörfer, S., Elsässer, A., Grafe, S., & Latoschik, M. E. (2023). Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment. Immersive Learning Research - Academic, 1(1), 336–348. Retrieved from https://publications.immersivelrn.org/index.php/academic/article/view/160