Marine XR: The Impact of an Immersive Learning AR App on Student Motivation and Engagement with the Biology, Ecology and Conservation of Basking Sharks
DOI:
https://doi.org/10.56198/A6PFY4TUGKeywords:
Augmented Reality, Serious Games, Marine Biology, Gamification, SimulationAbstract
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.
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