Please use this identifier to cite or link to this item: https://doi.org/10.1016/j.compedu.2013.05.011
DC FieldValue
dc.titleAn investigation of learners' collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system
dc.contributor.authorLin, T.-J.
dc.contributor.authorDuh, H.B.-L.
dc.contributor.authorLi, N.
dc.contributor.authorWang, H.-Y.
dc.contributor.authorTsai, C.-C.
dc.date.accessioned2014-06-17T02:38:28Z
dc.date.available2014-06-17T02:38:28Z
dc.date.issued2013
dc.identifier.citationLin, T.-J., Duh, H.B.-L., Li, N., Wang, H.-Y., Tsai, C.-C. (2013). An investigation of learners' collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system. Computers and Education 68 : 314-321. ScholarBank@NUS Repository. https://doi.org/10.1016/j.compedu.2013.05.011
dc.identifier.issn03601315
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/55040
dc.description.abstractThe purpose of this study was to investigate how a mobile collaborative augmented reality (AR) simulation system affects learners' knowledge construction behaviors and learning performances. In this study, 40 undergraduate students were recruited and divided into dyads to discuss a given task either with the assistance of a mobile collaborative AR system or traditional 2D simulation system. The participants' knowledge acquisition regarding elastic collision was evaluated through a pre-test and a post-test comparison. Learners' knowledge construction behaviors were qualitatively identified according to an adapted three-category coding scheme including construction of problem space (PS), construction of conceptual space (CS), and construction of relations between conceptual and problem space (CPS), and were then analyzed by adopting lag sequential analysis. The results indicated that the learners who learned with the AR system showed significant better learning achievements than those who learned with the traditional 2D simulation system. Furthermore, the sequential patterns of the learners' behaviors were identified, including three sustained loops (PS→PS, CS→CS, CPS→CPS), a bi-directional path between the PS and CPS activities (PSâ†) © 2013 Elsevier Ltd. All rights reserved.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1016/j.compedu.2013.05.011
dc.sourceScopus
dc.subjectCooperative/collaborative learning
dc.subjectEvaluation of CAL systems
dc.subjectInteractive learning environments
dc.subjectSimulations
dc.subjectVirtual reality
dc.typeArticle
dc.contributor.departmentELECTRICAL & COMPUTER ENGINEERING
dc.description.doi10.1016/j.compedu.2013.05.011
dc.description.sourcetitleComputers and Education
dc.description.volume68
dc.description.page314-321
dc.description.codenCOMED
dc.identifier.isiut000324080800030
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