Evaluating Mixed Reality Collaborative Learning Environments: the MiRTLE+ Case Study
DOI:
https://doi.org/10.56198/Keywords:
Human-Computer Interaction, Mixed Reality, Augmented Reality, Presence, Immersion, Learning Outcomes, Cards GamesAbstract
The rapid increment of using advanced technologies such as smart glasses, handheld and head-mounted devices have recently shown its efficiency and effectiveness in education. This paper uses MiRTLE+ model as a case study to evaluate the concept of mixed reality game involving remote and local learner in collaborative learning spaces. This aims to measure presence, immersion and learning outcomes. Four different learning game scenarios with two level of player background (Novice and Expert) were conducted using UNO game card. The results showed that learners presence and immersion in MiRTLE+ were significantly different from the presence and immersion of learners using traditional web-based platforms and very close to those of the control group who do not use technology.
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