Marine XR: The Impact of an Immersive Learning AR App on Student Motivation and Engagement with the Biology, Ecology and Conservation of Basking Sharks

Authors

  • Paul Mensink
  • Rajan Brar
  • Aleena Sajid
  • Isha Decoito

DOI:

https://doi.org/10.56198/A6PFY4TUG

Keywords:

Augmented Reality, Serious Games, Marine Biology, Gamification, Simulation

Abstract

There is growing evidence that technology-enhanced teaching can foster engagement in scientific literacy for all students. For example, immersive educational technologies, such as augmented reality (AR), focus on engaging students by providing interactive experiences that intrinsically motivate them to explore both virtual and real environments for science learning. We developed a "tap-to-place" highly immersive augmented reality application, Marine XR, that uses the principles of gamification, simulation, role-playing and immersion to engage students in scientific concepts. Marine XR focuses on one of the world's ocean giants, the basking shark, to teach students fundamental scientific skills, while simultaneously emphasizing the importance of ocean conservation. We conducted a controlled experimental study comparing the impact of Marine XR to a more traditional web-based learning module in a large, first-year environmental sciences class under remote learning conditions (~200 students). Specifically, we measured how motivation, engagement, engrossment, and cognitive load differed between the two groups within the context of their attitudes towards science (as assessed by the Modified Attitudes Towards Science instrument). In addition, we investigated whether Marine XR could increase motivation to participate in a subsequent learning experience. The results of the study and its consequences will be discussed.

References

Akçayır, M. & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review. 20, pp. 1–11.

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.

Dede, C. (2009). “Immersive Interfaces for Engagement and Learning.” Science. 323, pp. 66–69

Georgiou, Y. & Kyza, E. A. (2018). Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings. Computers in Human Behavior. 89, pp. 173–181

Ferrer-Torregrosa, J., Torralba, J., Jimenez, M. A., García, S. & Barcia, J. M. (2015). “ARBOOK: Development and Assessment of a Tool Based on Augmented Reality for Anatomy.” J Sci Educ Technol. 24, pp. 119–124.

Bressler, D. M. & Bodzin, A. M. (2013). A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game: Flow experience with mobile AR. Journal of Computer Assisted Learning. 29, pp. 505–517.

Downloads

Published

06-06-2022

How to Cite

Marine XR: The Impact of an Immersive Learning AR App on Student Motivation and Engagement with the Biology, Ecology and Conservation of Basking Sharks. (2022). Immersive Learning Research - Practitioner, 1(1), 67-70. https://doi.org/10.56198/A6PFY4TUG

Similar Articles

1-10 of 63

You may also start an advanced similarity search for this article.