Authors: Wei Liu, Adrian David Cheok, Charissa Kim Mei-Ling, Yin-Leng Theng
Addresses: Mixed Reality Lab, Department of Electrical and Computer Engineering, National University of Singapore, 7 Engineering Drive 1, Blk E3A, #02-04/05, Singapore 117574, Singapore. ' Mixed Reality Lab, Department of Electrical and Computer Engineering, National University of Singapore, 7 Engineering Drive 1, Blk E3A, #02-04/05, Singapore 117574, Singapore. ' Wee Kim Wee School of Communication and Information, Nanyang Technological University, 31 Nanyang Link, Singapore 637718, Singapore. ' Wee Kim Wee School of Communication and Information, Nanyang Technological University, 31 Nanyang Link, Singapore 637718, Singapore
Abstract: Current technologies, especially digital media have developed very fast in the last ten years, bringing changes to our lives and presents new challenges, opportunities and new requirements which are different from conventional delivery modes in education. Mixed reality (MR) technologies, with the features of immersive and tangible interaction, have been explored in education, which provide a more |engaging| experience to learners. In this article, we will introduce a MR classroom developed for a local primary school in Singapore that includes two modules – solar system and plant system, and a MR exhibition about evolution, which was a public exhibition in the Singapore Science Centre. This novel, interesting learning experience is provided by combining tangible interactions and MR technologies. To identify and address usability and usefulness issues, a study on our MR classroom was conducted. Participants were surveyed on their perceptions towards the MR classroom systems. 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.
Keywords: teaching; learning experience; MR; mixed reality classroom; technology acceptance model; TAM; usability; VR; virtual reality; immersive interaction; tangible interaction; primary schools; Singapore; primary education; solar system; plant systems; evolution; perceived usefulness; perceived ease of use; social influence.
International Journal of Arts and Technology, 2008 Vol.1 No.2, pp.173 - 197
Available online: 09 Dec 2008Full-text access for editors Access for subscribers Purchase this article Comment on this article