evaluation of learners’ attitude toward learning in aries augmented reality environments

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Evaluation of learnersattitude toward learning in ARIES augmented reality environments Rafa1 Wojciechowski * , Wojciech Cellary Department of InformationTechnology, Faculty of Informatics and Electronic Economy, Pozna n University of Economics, Mansfelda 4, 60-854 Pozna n, Poland article info Article history: Received 12 January 2012 Received in revised form 21 October 2012 Accepted 6 February 2013 Keywords: Interactive learning environments Evaluation of CAL systems Multimedia/hypermedia systems Authoring tools and methods Augmented reality abstract The ARIES system for creating and presenting 3D image-based augmented reality learning environments is presented. To evaluate the attitude of learners toward learning in ARIES augmented reality environ- ments, a questionnaire was designed based on Technology Acceptance Model (TAM) enhanced with perceived enjoyment and interface style constructs. For empirical study, a scenario of a chemistry experimental lesson was developed. The study involved students of the second grade of lower secondary school. As follows from this study, perceived usefulness and enjoyment had a comparable effect on the attitude toward using augmented reality environments. However, perceived enjoyment played a dominant role in determining the actual intention to use them. The interface style based on physical markers had signicant impact on perceived ease of use. Interface style and perceived ease of use had a weak inuence on perceived enjoyment. In contrast, these two constructs had a signicantly stronger inuence on perceived usefulness. Ó 2013 Elsevier Ltd. All rights reserved. 1. Introduction The two most important social and economic processes occurring nowadays are: emerging electronic knowledge-based economy and transformation toward global information society. Therefore, creativity and innovation become more and more prominent determinants of the competitiveness on the labor market in the 21st century. This is a major challenge for education and teaching that needs to be addressed in the near future (Cellary, 2002). The aforementioned challenges require signicant improvement of teaching methods, which will transform the role of learners from passive recipients of information to active participants in knowledge acquisition (Walczak, Wojciechowski, & Cellary, 2006). In response to this need, an increasing interest in teaching based on the constructivist learning theory has taken place since the 90s of the 20th century (Wilson, 1996; Jonassen, 1999; Marshall, 1996). There are a wide variety of perspectives on what the term constructivism means (Piaget, 1973; Vygotsky, 1978; Bruner, 1996). In this paper, the constructivist learning is understood as an active process of constructing knowledge by the learner, in contrast to passive acquiring the information (Duffy & Cunningham, 1996). According to the constructivist approach, a teacher is a facilitator of learning rather than a transmitter of knowledge (Chaille & Britain, 2002). There are a number of possible pedagogic activities implementing the constructivist principles, such as experimentation, conducting discussions, performing projects, etc. All these activities encourage learners to be active and to make their own discoveries, inferences, and conclusions. Deployment of constructivist principles in a classroom requires usage of interactive and dynamic learning environments, where the learners are able to modify appropriate elements, test ideas, and perform experiments (Roussou, 2004). Learning based on performing experiments and further reection on their results is the basis of the learning-by-doing paradigm (Schank, Berman, & Macperson, 1999). This paradigm implies that the best and the most natural way of learning how to do something is trying to do it. A learning strategy that implements the learning-by-doing approach is experiential learning (Kolb, 1984; Beard & Wilson, 2006). This strategy greatly increases understanding and retention of the learned material in comparison to the methods that solely involve listening, reading, or even viewing, as learners are usually intrinsically motivated to learn when they are actively engaged in the learning process (Yang, 2012). * Corresponding author. E-mail addresses: [email protected] (R. Wojciechowski), [email protected] (W. Cellary). Contents lists available at SciVerse ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu 0360-1315/$ see front matter Ó 2013 Elsevier Ltd. All rights reserved. http://dx.doi.org/10.1016/j.compedu.2013.02.014 Computers & Education 68 (2013) 570585

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Page 1: Evaluation of learners’ attitude toward learning in ARIES augmented reality environments

Computers & Education 68 (2013) 570–585

Contents lists available at SciVerse ScienceDirect

Computers & Education

journal homepage: www.elsevier .com/locate/compedu

Evaluation of learners’ attitude toward learning in ARIES augmentedreality environments

Rafa1 Wojciechowski*, Wojciech CellaryDepartment of Information Technology, Faculty of Informatics and Electronic Economy, Pozna�n University of Economics, Mansfelda 4, 60-854 Pozna�n, Poland

a r t i c l e i n f o

Article history:Received 12 January 2012Received in revised form21 October 2012Accepted 6 February 2013

Keywords:Interactive learning environmentsEvaluation of CAL systemsMultimedia/hypermedia systemsAuthoring tools and methodsAugmented reality

* Corresponding author.E-mail addresses: [email protected] (R. Wo

0360-1315/$ – see front matter � 2013 Elsevier Ltd. Ahttp://dx.doi.org/10.1016/j.compedu.2013.02.014

a b s t r a c t

The ARIES system for creating and presenting 3D image-based augmented reality learning environmentsis presented. To evaluate the attitude of learners toward learning in ARIES augmented reality environ-ments, a questionnaire was designed based on Technology Acceptance Model (TAM) enhanced withperceived enjoyment and interface style constructs. For empirical study, a scenario of a chemistryexperimental lesson was developed. The study involved students of the second grade of lower secondaryschool. As follows from this study, perceived usefulness and enjoyment had a comparable effect on theattitude toward using augmented reality environments. However, perceived enjoyment played adominant role in determining the actual intention to use them. The interface style based on physicalmarkers had significant impact on perceived ease of use. Interface style and perceived ease of use had aweak influence on perceived enjoyment. In contrast, these two constructs had a significantly strongerinfluence on perceived usefulness.

� 2013 Elsevier Ltd. All rights reserved.

1. Introduction

The two most important social and economic processes occurring nowadays are: emerging electronic knowledge-based economy andtransformation toward global information society. Therefore, creativity and innovation become more and more prominent determinants ofthe competitiveness on the labor market in the 21st century. This is a major challenge for education and teaching that needs to be addressedin the near future (Cellary, 2002). The aforementioned challenges require significant improvement of teaching methods, which willtransform the role of learners from passive recipients of information to active participants in knowledge acquisition (Walczak,Wojciechowski, & Cellary, 2006).

In response to this need, an increasing interest in teaching based on the constructivist learning theory has taken place since the 90s of the20th century (Wilson,1996; Jonassen,1999; Marshall, 1996). There are awide variety of perspectives onwhat the term constructivismmeans(Piaget, 1973; Vygotsky, 1978; Bruner, 1996). In this paper, the constructivist learning is understood as an active process of constructingknowledge by the learner, in contrast to passive acquiring the information (Duffy & Cunningham, 1996).

According to the constructivist approach, a teacher is a facilitator of learning rather than a transmitter of knowledge (Chaille & Britain,2002). There are a number of possible pedagogic activities implementing the constructivist principles, such as experimentation, conductingdiscussions, performing projects, etc. All these activities encourage learners to be active and to make their own discoveries, inferences, andconclusions. Deployment of constructivist principles in a classroom requires usage of interactive and dynamic learning environments,where the learners are able to modify appropriate elements, test ideas, and perform experiments (Roussou, 2004).

Learning based on performing experiments and further reflection on their results is the basis of the learning-by-doing paradigm (Schank,Berman, & Macperson, 1999). This paradigm implies that the best and the most natural way of learning how to do something is trying to doit. A learning strategy that implements the learning-by-doing approach is experiential learning (Kolb, 1984; Beard & Wilson, 2006). Thisstrategy greatly increases understanding and retention of the learned material in comparison to the methods that solely involve listening,reading, or even viewing, as learners are usually intrinsically motivated to learn when they are actively engaged in the learning process(Yang, 2012).

jciechowski), [email protected] (W. Cellary).

ll rights reserved.

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A key determinant of the effectiveness of experiential learning is interactivity (Roussou, 2004). As far as learning content is concerned,the interactivity is defined as: “the extent to which users can participate in modifying the form and content of a mediated environment inreal time” (Steuer, 1992, p. 14). In traditional learning, the highest level of interactivity can be achieved in teaching labs, where students areable to conduct experiments putting theoretical concepts into practice. However, there are serious limitations associated with the exper-iments performed in teaching labs, since they may require much space, expensive equipment, appropriate safety measures, and trainedstaff. These restrictions make the large scale dissemination of experiential learning in educational institutions practically impossible oreconomically unjustifiable (Jara, Candelas, Puente, & Torres, 2011). Without breaking down those barriers, experiential learning will remainof more theoretical rather than practical significance.

In this paper, we consider application of image-based augmented reality (AR), which is an extension of virtual reality (VR), to createlearning environments enabling experiential learning. Virtual reality is defined as “a high-end user–computer interface that involves realtime simulation and interactions through multiple sensorial channels. These sensorial modalities are visual, auditory, tactile, smell, andtaste” (Burdea & Coiffet, 2003, p. 3). In this paper, we focus on two essential aspects of VR, namely three-dimensional (3D) visualization andinteractivity. Such a VR interface is called a virtual environment (VE), which is a 3D digital model of a real, abstract, or imagined environment.Virtual environments potentially offer a much broader range of forms of interactivity than real environments. Users are able to freelynavigate in a virtual environment, observe the environment from different perspectives, and interact with selected virtual objects. Virtualenvironments can be used to implement virtual laboratories in which users are able to perform experiments (Dalgarno, Bishop, Adlong, &Bedgood, 2009; Jeong, Park, Kim, Oh, & Yoo, 2011). However, to create a virtual environment offering a high level of credibility it is requiredto create a 3D model of an entire real environment, which is both time-consuming and expensive. The current state of the VR technologycauses the separation of humans from the real world, requires the use of expensive equipment to display andmanipulate virtual objects, andalso offers an indirect non-intuitive user interface.

In comparison to virtual reality, which is aimed at immersing a user in a synthetic environment, augmented reality supplements theuser’s perception of the real world by the addition of computer-generated content registered to real-world locations (Azuma, 1997).Augmented reality combines virtual reality with video processing and computer vision technologies (Parker, 1997; Davies, 2005). The ARtechnology enable merging virtual objects with the view of real objects, resulting in augmented reality environments. In augmented realityenvironments both virtual and real objects can co-exist and interact in real time (Milgram & Kishino, 1994).

The creation of AR environments requires design of virtual representation of a relatively small part of these environments. A significantpart of AR environments consist of real objects, for which it is not necessary to create detailed 3Dmodels, while offering the highest possiblelevel of reality. In AR environments, users are able to interact with virtual objects in a direct and natural way by manipulating real objectswithout the need of sophisticated and expensive input devices (Wojciechowski, Walczak, White, & Cellary, 2004). Also, in contrast to virtualenvironments, in which users communicate in a mediated way via avatars, AR environments afford users direct face-to-face contact witheach other.

AR environments offer better opportunity of learning-by-doing through physical movements in rich sensory spatial contexts (Dunleavy,Dede, & Mitchell, 2009). Therefore, users have an opportunity to perform experiments on virtual objects by hands-on experiences in theirreal environments. This feature of AR supports situated learning which means that learning should take place in the context in which it isgoing to be applied (Lave & Wenger, 1991). AR allows students to seamlessly combine learning environments with the real world in whichthey live and apply the knowledge and skills learned. AR environments with possible direct face-to-face interaction between learners fosterthe creation of communities of practice focused on the goal of gaining knowledge related to the presented content, since the learners are ableto easily share gained information and experiences with the group (Lave & Wenger, 1991).

The main advantages of AR applications in the education domain are: activity of learners, cost and safety. AR environments allowlearning content to be presented in meaningful and concrete ways including training of practical skills. They may play active roles in a widerange of learning activities within interactive educational scenarios developed in accordance with the learning-by-doing paradigm. Theexperience gained by learners during the learning process within an AR environment can be the basis for reflection and further groupdiscussion in a classroom. The main aspects of learning afforded by AR environments are: spatial ability, practical skills, conceptual un-derstanding, and inquiry-based activities (Cheng & Tsai, 2012).

Application of AR environments for teaching is followed by cost reduction due to replacing real expensive resources, such as laboratoryequipment and supplies, with their virtual counterparts. A significant advantage of AR environments is safety, since unskilled learners mayexplore potentially dangerous situations without any risk of harm to themselves or damage to expensive equipment.

There are a number of possible applications of AR environments in education (Walczak et al., 2006). They can be used for teaching aboutobjects and phenomena impossible to see by naked eye (e.g., molecular movements), simulation of potentially dangerous situations (e.g.,chemical reactions), and visualization of abstract concepts (e.g., magnetic fields). In addition, the level of complexity of the presentedphenomena can be reduced to allow the learners to easier gain knowledge about the underlying concepts. AR environments may be used ina wide spectrum of domains from natural sciences (e.g., chemistry, physics, biology, astronomy), through computer and information sci-ences, mathematics, engineering (e.g., mechanical, electrical, biomedical), to humanities (e.g., history, linguistics, anthropology).

This paper is organized as follows. In Section 2, basic concepts related to augmented reality environments are introduced, as well as anoverview of applications of AR in education. In Section 3, an overview of the ARIES system is presented. In Section 4, the TAM-based researchmodel and an application scenario of the ARIES system are described. This section also contains a description of the research study. InSection 5, the results of the system evaluation are presented. Finally, Section 6 concludes the paper.

2. Augmented reality in education

2.1. Categories of augmented reality environments

Augmented reality is a broad concept, which applies to “technologies that combine the real and the virtual in any location-specific way,where both real and virtual information play significant roles” (Klopfer, 2008, p. 92). In general, AR systems are divided into location-basedand image-based systems (Cheng & Tsai, 2012).

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The location-based AR systems use the data about the position of mobile devices, determined by the Global Positioning System (GPS) orWiFi-based positioning systems. The location-based AR systems enable users moving around with mobile devices in the real environment.Users can observe computer-generated information on the screens of mobile devices, while the information is dependent on the currentlocation of the users in an environment.

In contrast to the location-based AR, the image-based AR is focused on image recognition techniques used to determine the position ofphysical objects in the real environment for appropriate location of the virtual contents related to these objects. The image-based ARsystems are divided into marker-based and marker-less tracking. The marker-based AR requires the placement of artificial markers in thereal environment to determine the position of physical objects in the environment. The marker-less AR does not require artificial markersplaced in the real environment, but instead it is based on tracking of natural features of physical objects present in the environment.

In this paper, we focus on the image-based AR using marker-based tracking of physical objects. An image-based augmented realityenvironment consists of a real environment and a virtual scene, which is presented in the context of the real environment. The real envi-ronment contains real objects, which are automatically tracked using image processing and computer vision techniques. The virtual sceneconsists of virtual objects and virtual representations of real objects present in the real environment. The virtual objects and the virtualrepresentations of real objects are overlaid on captured views of a real environment giving users an impression that the virtual contentactually exist in the real environment. The virtual objects can be displayed anywhere in the context of the real environment, whereas thevirtual representations of real objects are displayed aligned with the corresponding real objects. In this way, users viewing the augmentedreality environment get the illusion that virtual objects and virtual representations of real objects are an integral part of the realenvironment.

The image-based augmented reality environments can be presented to end users via different display devices, which are categorized intofour types: head-mounted displays (HMDs), desktop monitors, large-screen projection systems, and handheld displays (Drascic & Milgram,1996). To superimpose virtual graphics on a real-world view, an AR system requires wearing by a user an HMD optionally combined with adevice that can measure the position and orientation of the user’s head. There are two approaches to generation of the augmented views onHMDs: optical see-through and video see-through systems (Azuma, 1997). The optical see-through approach allows a user to look throughthe display at the real world. The optical see-through display is based on optical image combiners, e.g., half-silvered mirrors, in front of theuser’s eyes used to mix the virtual with the real images. The video see-through approach requires using one or two video cameras capturingviews of the real world. The cameras are attached in front of a closed-view HMD. The cameras are used to capture the real world images,which are augmented with virtual content and displayed on the HMD worn by a user. These systems do not allow a user to look directly atthe real world.

Image-based AR systems can be also implemented based on monitor-based configurations. Instead of using see-through HMDs, amonitor-based system is composed of one or two video cameras and amonitor. Optionally, if the images displayed are stereoscopic, the userhas to wear a pair of stereo glasses. The cameras capture an environment, whereas the monitor displays the captured images overlaid withvirtual content. In monitor-based configurations users can observe augmented reality environments displayed on a monitor screen.Alternatively, a monitor can be replaced with a projection system for presentation to a larger audience.

Handheld displays are usually embedded inmobile devices, such as smartphones and tablets. All currently available AR systems based onmobile devices are video see-through, where real-world views are captured by cameras built into mobile devices. The two main advantagesof the displays embedded in mobile devices are the portability and ubiquity. The disadvantages of handheld displays are their small size andimage distortion caused by built-in cameras on mobile devices.

2.2. Related works

The application of AR technology in education is still in a very early stage. The reason is that this technology is often perceived by teachersas too expensive, complicated, and time-consuming (Champion, 2006). In recent years, there have been only few attempts to apply ARtechnology to teaching.

In location-based AR systems, the presentation of information does not have to contain 3D virtual content registered in relation to realenvironments. In these systems, students usually work in groups to solve a problem. Each of them plays a different role, e.g., a chemist, adoctor, an environmentalist, or other domain experts. Students taking on different roles have to resolve a variety of tasks, which are pieces ofa larger puzzle. In Alien Contact! students have to investigate a mysterious alien crash (Dunleavy et al., 2009). In Mad City Mystery studentsmust explain a death of a virtual character (Squire & Jan, 2007), whereas in Environmental Detectives students play the role of environ-mental engineers investigating a toxic spill within a local watershed (Klopfer & Squire, 2008).

In image-based AR, students can observe a real environment augmentedwith 3D virtual content registered in relation to real objects. Theexisting image-based AR learning systems, such as Construct3D, Augmented Chemistry, Mixed Reality Classroom, and AR-Dehaes, have beendeveloped to support a relatively narrow range of potential teaching subjects. For instance, Construct3D is a simple 3D construction tool inan immersive AR environment for educational purposes. The application domain of Construct3D is geometry education (Kaufmann,Schmalstieg, & Wagner, 2000). The Augmented Chemistry system is an application designed to assist in teaching abstract organic chem-istry concepts such as molecular forms, the octet rule, and bonding (Fjeld, Juchli, & Voegtli, 2003). The Mixed Reality Classroom is an AReducational system developed for primary schools in Singapore (Liu, Cheok, Mei-Ling, & Theng, 2007). The system is composed of twothematic modules on ‘Solar System’ and ‘Plant’. AR-Dehaes is an augmented book designed to visualize 3D virtual objects in order to helpengineering students to develop spatial skills (Martín-Gutiérrez et al., 2010).

The existing image-based AR solutions are developed for a specific pre-defined domain to teach only a narrow range of topics. In thesesystems, the role of a teacher is limited solely to instruction during the learning experience. Teachers are not able to update and adjust theexisting learning content to their needs, changes of curricula, and different levels of learners. They also cannot easily create new learningcontent on their own. As a consequence, the potential application of such systems within real curricula is very restricted. As far as expe-riential learning is concerned, only the Augmented Chemistry system offers the possibility of experimentation to some extent.

In most existing solutions, the process of creation of advanced interactive AR environments requires involvement of highly qualifiedskilled IT professionals, who are experts in design and implementation of interactive 3D content. Also, any changes in the content often

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cannot be made without assistance of the programmers. On the one hand, programmers do not have sufficient domain and pedagogicalknowledge required to build a complete AR environment. On the other hand, teachers do not have appropriate technical knowledge tocreate and modify the learning content on their own. As a result, teachers are condemned to use ready-made content only.

Reusability and adaptability are two of the most important requirements for effective creation of learning materials (Boyle, 2003).Reusability allows teachers to create learning content that can be used in different learning contexts without much additional effort. Thus,teachers do not have to create the content from scratch but they can build it reusing some of existing materials. To this end, the learningmaterials should be appropriately modularized to enable easy sharing among teachers. The materials should be treated as regular digitalproducts that are produced and distributed (Landowska & Kaczmarek, 2005). Adaptability makes it possible to adjust learning materials tothe individual and situational needs. It should be possible to tailor the materials to the age, learning styles, abilities, and performancecharacteristics of learners.

3. System design

In this section, a system for building AR learning environments, called ARIES, is presented. ARIES is an e-learning systemwhich enablesdomain experts, i.e. teachers, to actively participate in the authoring process of interactive educational scenarios. The ARIES system has beenbuilt as an implementation of the Augmented Reality Environment Modeling (AREM) approach (Wojciechowski, 2012). The AREM approachenables teachers to design and create learning scenes for augmented reality environments.

3.1. AREM approach

In AREM, scenes and objects, both virtual and real, are modeled as instances of classes based on the object-oriented paradigm. Theprocess of creating learning content is called learning content preparation, while the process of using the learning content is called learningcontent use.

Learning content preparation begins with design of the content form, i.e., scene classes and object classes describing visual and behavioralaspects of the learning content. Definition of classes is performed by designers who have programming skills required for designing 3Dgraphics and writing some high-level scripting code in XML. Next, the actual learning content in the form of learning scenes and objects iscreated based on the classes. Definition of the scenes and objects is performed by the use of a simple graphical user interface by domainexperts without programming skills but with domain-specific knowledge necessary to produce high-quality learning content.

When the learning content is ready, it can be used for learning in a classroom. To this end, learning content setup is performed by aninstructor just before or during a lesson. The instructor selects an appropriate scene and sets it up for using in the classroom environment inwhich the lesson is going to take place. Then, a new AR environment is created based on the selected scene. The setup of AR environmentscan be performed by people without programming skills but with competence to guide the instruction during the lesson. After the contentsetup is completed, an AR environment is ready for use and the learning process can begin. During the learning process, learners can interactwith the learning content using real objects present in the AR environment.

3.1.1. AR-Classes and AR-ObjectsThe AREM approach is based on twomain concepts: AR-Class and AR-Object, according to the object-oriented paradigm (Wojciechowski,

2012). However, the conventional object-oriented approach is not sufficient to model interactive AR environments, thus the conventionalconcepts of class and object have been appropriately extended. AR-Objects are representations of virtual objects, real objects, and scenescomposed of the both kinds of objects. AR-Classes are created in the content design stage by content designers, whereas AR-Objects arecreated during the content creation stage by content creators.

AR-Classes implement the basic class features originating from the object-oriented paradigm, such as: attributes, operations, and in-heritance. In the context of AR environments, these features have been extended with 3D geometry, interactive behavior, media objects,constraints on the attributes, and aggregation relationships with other classes. An AR-Class represents a group of AR-Objects that sharesimilar characteristics, such as geometry, media objects, behavior, relationships to other AR-Objects, and semantics. There are three kinds ofthe relationships among AR-Classes: specialization, composition, and containment. Specialization defines hierarchical structure of AR-Classes, where one class is a specialization of another class. Composition and containment are kinds of aggregation, where one class ispart of another class.

Attributes are used for describing visual, behavioral, and semantic characteristics of AR-Objects. Therefore, the attributes of AR-Classesare used for parameterization of their geometry and behavior. Since different AR-Objects being instances of an AR-Class may have differentvalues of the attributes, thus the presentation of different AR-Objects may differ in visual and behavioral aspects.

In the context of education, AR-Classes are used formodeling learning concepts. AR-Objects of an AR-Class represent specific instances of thelearning concept. The instances can be presented in an AR environment. Learning concepts encompass all the concepts necessary to create anAR environment. They are divided into domain concepts and presentation concepts. Domain concepts are directly related to the domain-specificknowledge, whereas presentation concepts are related to the presentation of the knowledge. For example, in the chemistry domain, domain-specific concepts are: liquid, solid, acid, base, etc., while presentation concepts correspond to glassware and equipment necessary to setup andconduct chemical experiments, such as a pipette, measuring cylinder, test tube, beaker, Bunsen burner, or thermometer.

For specifying AR-Classes and AR-Objects including all their constituent elements, a new high level, XML-based language, called –

Augmented Reality Scenario Modeling Language, has been developed.

3.1.2. GeometryEach AR-Class may contain geometry which is a 3D digital model specifying how the AR-Objects instantiated from this AR-Class are

visually presented in AR environments. Geometry may be encoded in any language enabling modeling of virtual environments, for exampleX3D (Web3D Consortium, 2011), extended with parameterization features. A notable example of such language is X-VRML (Walczak &Cellary, 2003).

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Geometry of an AR-Class can be directly parameterized with the attributes of this AR-Class and indirectly with the attributes of itscomponent AR-Classes. The geometry may be customized in the AR-Objects by setting different attribute values during learning contentpreparation. The attribute values can dynamically change during learning content use as a result of behavior of the AR-Objects present in anAR environment. Hence, visualization of AR-Objects can also dynamically change at runtime. The possible changes of the geometry dependon the parameterization capabilities offered by this geometry. Consider the AR-Class ‘Beaker’ that has properties specifying the diameter andheight of geometry. Different AR-Objects created based on the ‘Beaker’ AR-Class may represent beakers of different diameters and heights.

Geometry of a composite AR-Class may embed geometries of its component AR-Classes and may depend on the attributes of these AR-Classes. Consider the AR-Class ‘Measuring cylinder with liquid’ composed of two component AR-Classes: ‘Measuring cylinder’ and ‘Liquid’.The ‘Measuring cylinder’ AR-Class contains geometry that can be displayed in an AR environment. The ‘Liquid’ AR-Class has empty geometry,so it cannot be directly visualized, because the liquid’s shape is confined to a container it fills. Therefore, geometry of ‘Measuring cylinderwith liquid’ describes visualization of the associated liquid in the context of geometry included from the ‘Measuring cylinder’ AR-Class.Geometry of the liquid can be parameterized by the following attributes: diameter of ‘Measuring cylinder’, quantity of liquid in‘Measuring cylinder with liquid’, and color and opacity of ‘Liquid’. In the example, geometry of the ‘Measuring cylinder with liquid’ AR-Classis directly parameterized by attributes this AR-Class and indirectly by attributes of its component AR-Classes.

Parameterization of geometry provides a flexible mechanism for building highly dynamic 3D graphics content. In particular, the visu-alization of the objects can be dynamically changed as a result of user actions performed in an AR environment. For instance, when a userpours different liquids between different containers, visualization of the liquids filling the containers is dynamically adjusted according tothe properties of the liquids.

3.1.3. BehaviorBehavior in AR-Classes is defined by two kinds of operations:methods and activities. Methods are sequences of commands that access and

process data in an immediate way. On the contrary, activities access and process data continuously for a period of time.Activities describe behavior of AR-Objects in time, in particular describe reactions to some events occurring in an AR environment. Each

activity denotes some distinctive behavior of the AR-Objects instantiated from an AR-Class. Each AR-Object can contain a number ofdifferent activities. Activities can be activated and deactivated at runtime.When an activity is activated for an AR-Object, an activity instanceis created. Execution of activity instances depends on user interaction and behavior of other AR-Objects. An activity instance is executeduntil it is explicitly deactivated or it is completed. For one AR-Object, a number of instances of different activities can be executed at the sametime. In particular, a number of instances of one activity can run simultaneously.

Each activity defines an interaction context for instances of an AR-Class. An interaction context of an activity defined for an AR-Classspecifies the classes of objects that can interact with the AR-Objects instantiated from the AR-Class. For instance, consider an AR-Class‘Pipette’ representing pipettes used for transferring liquids between containers. Thus, the ‘Pipette’ class should contain specifications oftwo activities called ‘DrawingFrom’ and ‘DrippingTo’, respectively. The ‘DrawingFrom’ activity enables a pipette to draw liquid from acontainer, whereas the ‘DrippingTo’ activity enables a pipette to drip liquid to a container. The interaction context of these activities containsthe ‘Container with liquid’ class. A number of instances of these activities can be executed simultaneously for different AR-Objectsinstantiated from the ‘Container with liquid’ class. As a result for each instance of the ‘Pipette’ class it is possible to indicate which con-tainers can be used to draw liquid from, and which ones can be used to drip liquid to. Those associations can be dynamically changed atruntime.

3.1.4. Media objectsAR-Class may contain media objects, such as images, videos, and audio clips. AR-Classes may define attributes whose values are allowed

to be media objects. Each such attribute can be associated with a default media object contained in the AR-Class. In the AR-Objectsinstantiated from the AR-Class, media object attributes can be set to media objects different from their default values.

Media objects contained in an AR-Class can be referenced in the specification of geometry and behavior of the AR-Class. In the geometryspecification, images and videos can be used as textures. Also, audio clips can be embedded in a geometry model, if it is supported by themodeling language used for the geometry specification. Themedia objects can also be used as an aid in instruction during learning scenariospresented in AR environments. The media objects can provide supplementary information on the learning content presented. Images andvideos can be displayed as 2D overlays on top of the view of an AR environment, while audio clips can be played in the background. Audioclips can contain sound effects, background music, or voice instructions.

3.2. ARIES system

3.2.1. System architectureThe overall architecture of the ARIES system is presented in Fig.1. The central role plays the learning content repository component storing

AR-Classes and AR-Objects used for building AR environments. AR-Classes and AR-Objects are created in the repository in the learningcontent preparation phase. They are created and managed by the use of the AR-Class Manager and the AR-Object Manager, respectively. AR-Class Manager and AR-Object Manager are web applications accessible over the Internet. Thus, these tools can be used without the need ofinstalling any additional software apart from aWeb browser. The AR-Class and AR-Object managers cooperate with external authoring toolsfor creation and modification of geometry and media objects. The media object authoring tools encompass a variety of graphics, audio, andvideo editors.

In the learning content preparation phase, the constituent elements of AR-Classes are defined, i.e., attributes, geometry, behavior, mediaobjects, and relationships with other AR-Classes. AR-Classes are administered by content designers using AR-Class Manager. Creation ofdifferent elements of AR-Classes requires different skills, thus, the creation of AR-Classes can be an iterative process in which new con-stituent elements are added incrementally and existing elements are modified by different designers. Using AR-Class Manager, contentdesigners can navigate the hierarchy of AR-Classes, and also create/modify/delete the AR-Class definitions.

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Fig. 1. Architecture of the ARIES system.

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The user interface of AR-Class Manager hosted in a web browser window is presented in Fig. 2. On the left side of the window, there is atree representing an AR-Class inheritance hierarchy. The root of this hierarchy is the ‘Object’ class, which has three subclasses: ‘Real Object’,‘Virtual Object’, and ‘Scene’. All the classes representing real objects, virtual objects, and scenes are descendants of the ‘Real Object’, ‘VirtualObject’, and ‘Scene’ classes, respectively. The real object classes are denoted by the ‘R’ icon, the virtual object classes are denoted by the ‘V’icon, and the scene classes are denoted by the ‘S’ icon. Abstract classes are marked with the icons in gray, whereas concrete classes aremarked in green. On the right side of the window, there are a number of tabs allowing content designers to edit the constituent elements ofAR-Classes. In particular, using the details tab, a user can associate 3D geometry with an AR-Class.

Geometry andmedia objects associated with AR-Classes are created and edited using external authoring tools, and then imported by AR-Class Manager into the learning content repository. To create 3D geometry, different tools and methods can be used depending on itscomplexity and whether the geometry represents a concrete or an abstract concept. Geometry of abstract concepts can be modeled with a

Fig. 2. AR-Class Manager – hierarchy of AR-Classes for a chemistry lesson.

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3D modeling package such as 3ds Max (3ds Max, 2012). On the contrary, geometry of real objects can be modeled with photogrammetrytechniques. Photogrammetry enables automatic generation of textured 3D models of real objects from photographic images of the objects(Luhmann, Robson, Kyle, & Harley, 2006). Parameterization of geometry can be performed using a 3D modeling package extended withadditional plug-ins enabling the parameterization. Using AR-Object Manager, domain experts can easily create, modify, and delete AR-Objects. When a domain expert creates a new AR-Object, he/she sets values of the attributes defined in the corresponding AR-Class.

The user interface of AR-Object Manager hosted in aweb browser window is presented in Fig. 3. Similarly to AR-ClassManager, AR-ObjectManager contains the tree representing the AR-Class inheritance hierarchy. In the central part of the window, there is a list of AR-Objectsbeing instances of the AR-Class selected in the hierarchy. In the example, there are three instances of the ‘Cylindrical container with liquid’AR-Class in the list. Each of the AR-Objects is definedwith different attribute values. On the right side of thewindow, there are two tabs withcontrol elements enabling content creators to specify the attribute values for the currently selected AR-Object. By setting the attribute valuescontent creators are able to affect the geometry and behavior of the AR-Objects being defined. The attributes of AR-Objects are divided intothe tabs depending on whether they can be set during the creation or setup stage. Furthermore, the values of the setup attributes can bechanged in the content setup stage before a lesson takes places.

In the learning content use phase, AR-Objects are retrieved from the repository and loaded into the presentation module, which isresponsible for visualization of AR environments based on the AR-Objects retrieved from the learning content repository.

3.2.2. Presentation moduleThe presentationmodule is used for building AR environments. To this end, the module uses the AR installation, which comprises a video

camera, a display device, and a set of real objects in the form of square cardboard markers located in a real environment.The presentation module consists of two components: Web Browser and AR Browser. Web Browser offers a web-based user interface for

browsing AR-Classes and AR-Objects representing scenes. An instructor can browse scene AR-Objects created in the content creation stage andselect the scene that should be used for building his/her AR environment. Next, the instructor can customize the visualization and behavioralproperties of the AR environment. To this end, the instructor may set values of the attributes defined in the setupmodification interface of thescene AR-Class. These attributes allow instructors to customize learning scenarios to their needs immediately before the learning stage.

The instructor can initiate a learning scenario, and then the presentation module switches to AR Browser, which generates an ARenvironment based on the AR-Objects contained in the scene. AR Browser operates in full-screen mode and enables learners to see the ARenvironment in which they can interact with the learning content. The AR Browser displayed on a monitor is shown in Fig. 4.

Fig. 3. AR-Object Manager – creating AR-Objects representing different virtual cylindrical containers for liquids.

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Fig. 4. AR Browser component – students performing a chemical experiment in an AR environment.

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AR Browser combines virtual objects and representations of real objects with live video images captured by a video camera. Visualizationof an AR environment is performed in a loop. In each cycle of the loop, a video frame is grabbed and analyzed to find and identify particularreal objects present in the real environment. Then, positions and orientations of the real objects relative to the camera are calculated. Finally,virtual content is rendered and superimposed on the captured image. In particular, the rendered content is transformed according to thelocations of the recognized real objects.

In the AR Browser, tracking of real objects is performed using the ARToolKit library (Kato, Billinghurst, Popyrev, Imamoto, & Tachibana,2000). ARToolKit is capable of tracking special square-shaped markers placed in a real environment. The ARToolKit library uses computervision techniques to calculate position and orientation of a camera relative tomarkers in real time. Themarkers have a form of black squareswith a white inner area containing a non-symmetrical pattern. The markers have to be attached to real objects that should be tracked in anAR environment. The real objects have a form of square cardboard pieces with markers printed on their surfaces. Learners can freelymanipulate the real objects and in this way interact with the virtual content presented in the AR environment, as shown in Fig. 4.

A complete view of an AR environment can be displayed by the presentation module on a head-mounted display, desktop monitor, orprojection system. Using an HMDwould be appealing for learners that would like to interact with learning content looking directly at a realenvironment instead of a computer display. However, using an HMD in a real classroom is rather difficult for organizational and financialreasons. Thus, it is recommended to use rather large-screen displays to enable easier access and allow a number of learners to collaborate inan AR environment at the same time. In the evaluation of the system, we applied 22-inch LCD monitors. Monitors of this size weresatisfactory, because each AR installation was used by maximum two users at a time.

4. Methods

4.1. Research model

The aim of the experiment was to evaluate the learner’s attitude toward experiential learning in AR environments. In the experiment weadopted the Technology Acceptance Model (TAM) that enables to explain the determinants that encourage system use (Davis, 1989; Davis,Bagozzi, & Warshaw, 1989). The TAM model is a widely used model in technology acceptance studies (Teo, 2009; Sun & Cheng, 2009). Thebasic TAM model is shown in Fig. 5.

In the TAMmodel, acceptance of a system is represented by intention to use, which is determined by the user’s attitude toward using thesystem and perceived usefulness. Attitude toward using a system is determined by users’ perceptions of the usefulness and ease of use of thesystem. According toTAM, perceived usefulness is determined by perceived ease of use. In addition, perceived usefulness and perceived easeof use can be affected by various external variables. These variables describe user characteristics, system features, and the setting in whichthe system is used.

Fig. 5. Technology Acceptance Model (TAM).

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Perceived usefulness is defined as “the degree to which a person believes that using a particular system would enhance his or her jobperformance” (Davis, 1989, p. 320). In the learning context, the user believes that a system would yield positive benefits for learning.Perceived ease of use refers to “the degree to which a person believes that using a particular systemwould be free of effort” (Davis, 1989, p.320). The perceived usefulness and perceived ease of use have been extensively investigated in a number of studies, which proved that theyare important factors positively influencing computer acceptance (Yuen & Ma, 2002; Liaw & Huang, 2003; Lin &Wu, 2004). However, somestudies criticized the original TAM model due to the omission of intrinsic factors that influence the computer acceptance (Moon & Kim,2001; Chung & Tan, 2004). Furthermore, prior studies proved that perceived enjoyment has a significant positive influence on attitudetoward using, thus, it should be included in the TAM model (Chung & Tan, 2004; Wu, Chen, & Lin, 2007; Teo & Noyes, 2011).

The original TAM model takes into consideration only extrinsic motivation in the form of perceived usefulness. Extrinsic motivation isconsidered to be instrumental in achieving objectives that are distinct from the activity itself. In contrast, intrinsic motivation is related tothe process of performing the activity per se. Thus, perceived usefulness is a form of extrinsic motivation, whereas perceived enjoyment isconsidered as intrinsic motivation (Davis, Bagozzi, & Warshaw, 1992; Teo, Lim, & Lai, 1999).

Davis et al. proposed the revised TAM model including perceived enjoyment as intrinsic motivational factor. Perceived enjoyment isdefined as “the extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performanceconsequences that may be anticipated” (Davis et al., 1992, p. 1113).

For evaluation of the acceptance of AR environments by learners we adopted the TAM model enhanced with perceived enjoymentproposed by Davis et al. (1992). The research model for examining the impact of extrinsic and intrinsic factors on using the ARIES system bylearners is presented in Fig. 6. According to the model, perceived usefulness and perceived enjoyment directly influence attitude towardusing and intention to use the system. Furthermore, perceived ease of usemay directly affect both extrinsic and intrinsic motivation, and theattitude toward using.

The AR interface based on real objects enabling direct manipulation of virtual objects particularly distinguishes AR environments fromother learning environments built with traditional computer systems. Therefore, in this work we explored the influence of the AR interface onthemain constructs directly determining the attitude toward using; i.e., perceived usefulness, perceived enjoyment, and perceived ease of use.

To this end, in the research model we included one external variable interface style (IS), which may have a significant influence on thedeterminants of attitude toward using. A significant impact of interface style on the attitude of users toward using a system was proved inprevious studies (Hasan & Ahmed, 2007; Sun & Cheng, 2009).

The following research hypotheses were formulated on the basis of the research model:

H1. Perceived usefulness (PU) will positively affect attitude toward using (ATU).H2. Perceived usefulness (PU) will positively affect intention to use (ITU).H3. Perceived enjoyment (PE) will positively affect attitude toward using (ATU).H4. Perceived enjoyment (PE) will positively affect intention to use (ITU).H5. Perceived ease of use (PEU) will positively affect perceived usefulness (PU).H6. Perceived ease of use (PEU) will positively affect perceived enjoyment (PE).H7. Perceived ease of use (PEU) will positively affect attitude toward using (ATU).H8. Attitude toward using (ATU) will positively affect intention to use (ITU).H9. Interface style (IS) will positively affect perceived usefulness (PU).H10. Interface style (IS) will positively affect perceived enjoyment (PE).H11. Interface style (IS) will positively affect perceived ease of use (PEU).

4.2. Application scenario

The AREM approach can be applied to teaching in different domains such as chemistry, physics, geography, biology, and cultural heritage(Wojciechowski, Walczak, & Cellary, 2005; Walczak & Wojciechowski, 2005). To illustrate the concept of AR environments we have chosenthe chemistry domain due to several reasons. First, chemistry is fundamentally an experimental science, in which experimentation and

Fig. 6. Research model based on TAM.

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observation are essential for understanding many chemical concepts. Second, chemistry is particularly challenging area as far as theinteractive visualization of chemical experiments is concerned due to high dynamism of visual and behavioral aspects of chemical reactions.

Consider an example interactive scenario that shows learners the reaction of hydrochloric acid (HCl) and sodium hydroxide (NaOH). Thescenario allows learners to gain knowledge of the acidic and basic nature of the substances. In an acid–base reaction, an acid and a base reactforming a salt andwater. In the example scenario, the reaction of hydrochloric acid (HCl) and sodium hydroxide (NaOH) produces a table salt(NaCl) and water.

The experiment requires the following laboratory equipment: laboratory beakers, measuring cylinder, pipette, porcelain evaporating dish,Bursen burner, and pair of tongs. In the experiment the following chemical supplies are used: HCl solution in water, NaOH solution in water,phenolphthalein solution in ethanol, and distilled water. One of the beakers is filled with the HCl solution, the other is filled with the phenol-phthalein solution. Themeasuring cylinder contains the NaOH solution. To conduct the experiment, a learnermust perform the following steps:

1. Fill the pipette with the phenolphthalein solution from the beaker and drip it into the measuring cylinder with the NaOH solution. Thesolution in the cylinder changes color from colorless to pink.

2. Rinse the pipette with distilled water. If a learner does not do so, he or she should get appropriate to remind him/her of the need to rinsethe pipette before drawing another liquid.

3. Fill the pipette with the HCl solution from the beaker and drip it into themeasuring cylinder with the NaOH solution. Themixture in thecylinder changes color from pink to colorless. Continue dripping until the neutralization process is complete.

4. Take the measuring cylinder and pour the mixture into the evaporating dish.5. Place the evaporating dish over the laboratory burner. Heat the evaporating dish over the burner flame until the solution evaporates to

dryness. The evaporation process produces steam leaving NaCl crystals in the dish.

In traditional teaching, such an experiment is carried out by a teacher, who demonstrates and explains the phenomena occurring duringthe experiment. The participation of students in carrying out such an experiment is limited to the observation of the phenomena takingplace and asking questions to the teacher. However, this way of learning is not very engaging for students, who are not allowed to carry outchemical experiments in person due to safety measures, limited resources in laboratories, and the limited time available for a given group ofstudents. In addition, when performing experiments teachers cannot perform potentially dangerous experiments, which could cause anexplosion, fire, or the emission of hazardous substances.

4.2.1. Learning content preparationThe AR-Classes and AR-Objects created for the acid–base reaction scenario are presented in Fig. 7. The upper part of the diagram shows a

fragment of the AR-Class inheritance hierarchy defined for the scenario. Below the AR-Classes, a selection of AR-Objects used in the scenariois presented.

Fig. 7. AR-Classes and AR-Objects defined for the application scenario.

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AR-Classes have a single line border, whereas AR-Objects are framed by a double line. The ‘is-instance-of’ relationships between AR-Objects and AR-Classes are represented by a dashed line with a solid arrowhead that points to an AR-Class. The composition andcontainment relationships are denoted by a solid line with a solid or an empty diamond, respectively.

The acid–base reaction scenario is implemented as the ‘HCl–NaOH reaction’ object that is an instance of the ‘Acid–base reaction’ class.The ‘HCl–NaOH reaction’ object represents a scene describing an AR environment. The ‘Acid–base reaction’ class is connected by thecontainment and composition relationships with AR-Classes representing both virtual and real objects. The ‘HCl–NaOH reaction’ object isconnected by the containment and composition relationships with the appropriate AR-Objects conforming to the AR-Classes specified forthe relationships defined in the ‘Acid-base reaction’ class.

4.2.2. Learning content useWhen a lesson in a classroom is going to take place, an instructor selects the ‘HCl–NaOH reaction’ object from the learning content

repository and sets the learning scenario presentation parameters. Next, the scenario is started and the required AR-Objects are retrievedfrom the learning content repository and loaded into the presentation module, which builds a complete AR environment.

When the acid–base reaction scenario is initiated, a learner is provided via the presentationmodule with the AR environment containingboth real and virtual objects. There are two beakers with the phenolphthalein and HCl solutions standing on the virtual caption boxes withappropriate labels, the measuring cylinder with the NaOH solution, the pipette, and two beakers for rinsing the pipette with distilled waterstanding on the green virtual caption box. The presented laboratory glassware is represented as virtual objects. The cylinder and the pipetteare attached to real objects having form of square cardboard pieces.

At the beginning of the scenario a learner should drip some quantity of the phenolphthalein solution into the NaOH solution. Manip-ulating the appropriate marker, the learner draws the phenolphthalein solution into the pipette from the beaker. To this end, he/she has tomove the pipette close enough to the beaker with the solution. While the tapered pipette end is being located close enough over the beaker,the pipette is filling with the solution. The filling stops when the learner moves the pipette from the beaker away. Next, the learner drips thephenolphthalein solution into the NaOH solution by placing the pipette end over themeasuring cylinder.While the dripping takes place, thesolution in the cylinder changes color from colorless to pink, because the NaOH solution has a basic pH.

The next step of the chemical experiment is transferring the HCl solution from the beaker to the measuring cylinder. Before that, thelearner has to rinse the pipette with distilled water for safety reasons. If he/she forgets about it, a message appears on the screen, whichreminds him/her that the pipette has to be rinsed every time before using it for transferring various liquids. After rinsing the pipette, thelearner transfers some quantity of the HCl solutionwith the pipette from the beaker to themeasuring cylinder containing the NaOH solutionmixed with the pH indicator. While the learner drips the HCl solution, the mixture in the cylinder changes color from pink to colorless,because the acid neutralizes the basic pH of the NaOH solution. When the mixture in the cylinder has pH neutral, the learner pours themixture from the cylinder to the evaporating dish. Next, the learner grabs the evaporating dish with the tongs and place the dish above theburner flame in order to heat the mixture.

When the mixture is heated sufficiently, water evaporates and condenses into mist. At the same time, at the bottom of the evaporatingdish sodium chloride (NaCl) appears. The learner can control the heating process by manipulating the tongs with the marker. The scenariofinishes when all the water evaporates from the mixture leaving dry NaCl at the bottom of the evaporating dish.

4.3. Design of empirical study

The empirical study consisted of using the ARIES system to carry out a chemical experiment in an AR environment according to theapplication scenario presenting the reaction between hydrochloric acid and sodium hydroxide. The study involved 42 participants of thesecond grade of lower secondary school at the age of 14–16 years. The chemistry curriculum in the second grade of lower secondary schoolin Poland includes topics such as acids, bases, salts, and pH. Therefore, the application scenario used in the study concerned the topic of thereaction between acids and bases, which is consistent with the curriculum of the students.

In order to perform the study, we setup six AR installations for carrying out chemical experiments in AR environments. Each ARinstallation was composed of a desktop PC with a monitor, a webcam, and a set of square cardboard markers. One of the AR installations isshown in Fig. 8. In the installation, a webcam is placed on top of the monitor. It captures the area inwhich a set of square cardboard markersare placed. Students sit in front of the monitor and can freely manipulate the markers. The image captured by the webcam displayed on thescreen is flipped horizontally. This allows the students to see on the monitor their mirror image augmented with virtual objects. In this way,students get the illusion that virtual objects exist in their environment. Furthermore, the students have the opportunity to directly interactwith the virtual objects using the real markers in a natural and intuitive way, as shown in Figs. 9 and 10.

Students were performing chemical experiments in groups of two. They were collaborating on performing experiments, exchangingremarks about the presented learning content, and giving to each other instructions on how to use the system. The students after a fewminutes of working with the system took on relevant experience in interacting with the learning content using an interface based on thecardboard markers. The students were free to manipulate the markers and could focus on carrying out chemical experiments in an ARenvironment, as shown in Fig. 10.

Each student could carry out the experiment at his/her own pace tailored to his/her personal preferences. Students were able to freelymanipulate the real markers but the experiment scenario restricted possible interactions between virtual objects to those that wereessential for the proper execution of the experiment. While performing the experiment, the students were following the guidance displayedon the screen. The guidance was comprised of instructions and explanations of the chemical and physical phenomena, and thus the teacherinvolvement was kept to minimum. There were no technical problems during the study, so the students could focus on the merits of theexperiment.

All of the 42 participants completed the experiment successfully. After the completion of the experiment, the participants were asked tofill out an anonymous questionnaire with statements about working with the ARIES system and the attitude toward using such a system inthe learning process in the future. We developed a questionnaire to measure each of the constructs comprising the research model pre-sented in Fig. 6. The participants were asked to provide demographic information and respond to 18 statements grouped into six groups

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Fig. 8. AR installation – a desktop PC with a monitor, a webcam, a set of physical markers.

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representing the constructs of the research model. The questionnaire statements were adapted from previous studies dealing with the TAMmodel with changes in expressions in order to adjust them to the context of AR environments. Each statement in the questionnaire wasmeasured according to a five-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree), with the exception of one reverseditem for attitude toward using, which was measured in a five-point Likert scale ranging from 1 (strongly agree) to 5 (strongly disagree).

5. Results

5.1. Descriptive statistics

The statements of the questionnaire and the descriptive statistics for each statement are presented in Table 1. All mean values are withina range of 3.93 and 4.62. The standard deviation range from 0.623 to 1.310.

To measure the internal consistency of statements a coefficient Cronbach alpha was calculated for the statements belonging to eachconstruct specified in the research model. To consider the internal reliability of statements concerning the same construct as satisfactoryCronbach alpha should be greater than 0.7. The obtained Cronbach alpha values for each construct except ATU are at a satisfactory level, asshown in Table 2. In the case of ATU, the value is slightly lower, which may indicate minor differences between the statements formulatedregarding attitude toward using. This discrepancy could be influenced by the fact that one of the three statements was a reversed itemphrased in the opposite semantic direction from the other statements. Negative statements used together with positive statements candecrease the degree of internal consistency, because the negative items may not be considered the exact opposite of the positive ones(Barnette, 2000).

5.2. System evaluation

To verify hypotheses H5, H6, H9, H10, and H11 we examined the relationships between pairs of the appropriate constructs defined in theresearch model using regression analysis. The results of the regression analysis are presented in Table 3.

Fig. 9. Mirrored image augmented with virtual objects – direct interaction of students with virtual objects.

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Fig. 10. Students carrying out a chemical experiment by manipulating real objects.

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The coefficient p was less than the assumed significance level of 0.05 for all of the calculated regression values. Thus, for each of thehypotheses we rejected the null hypothesis indicating the lack of dependence.

Perceived usefulness depends to a similar extent on perceived ease of use (R2 ¼ 0.491) and interface style (R2 ¼ 0.478). Based on theregression values the hypotheses H5 and H9 were supported. Perceived enjoyment was dependent to a relatively small extent on bothperceived ease of use (R2 ¼ 0.346) and interface style (R2 ¼ 0.368). However, the regression values were sufficient to accept the hypothesesH6 and H10. Interface style had significant impact on perceived ease of use (R2 ¼ 0.596), so the hypothesis H11 was supported.

In order to thoroughly investigate factors that affect attitude toward using and intention to use we used stepwise multiple regressionanalysis. The results of the analysis are presented in Table 4.

As a result of stepwise multiple regression analysis, we received a regression model of attitude toward using based on perceived use-fulness and perceived enjoyment (R2 ¼ 0.827). The results of the regression analysis supported the hypotheses H1 and H3. The stepwisemultiple regression algorithm excluded perceived ease of use due to the p value higher than significance level (p ¼ 0.243). This meant thatthe H7 hypothesis was not supported. Based on the results, perceived usefulness and perceived enjoyment had a strong impact on attitudetoward using the system.

Based on the stepwise multiple regression analysis, intention to use depended on attitude toward using and perceived enjoyment(R2 ¼ 0.737). The results of the regression analysis supported the hypotheses H4 and H8. The stepwise multiple regression algorithm causedthe exclusion of perceived usefulness because of the too high p value (p ¼ 0.953). This meant that the H2 hypothesis was not supported.Based on the regression model, perceived enjoyment and attitude toward using had a strong positive effect on intention to use the system.

Table 1The questionnaire statements and the means, standard deviations of the answers.

Questionnaire statements M S.D.

Interface style (IS)

� Moving virtual objects using the cardboard cards is easy. 3.93 0.921

� Operation of a computer with the cards is a good idea. 4.17 0.935

� I could easily control the course of the chemical experiment using the cards. 4.10 0.958

Perceived usefulness (PU)

� The use of such a system improves learning in the classroom. 4.14 1.095

� Using the system during lessons would facilitate understanding of certain concepts. 4.19 1.087

� I believe that the system is helpful when learning. 4.31 0.869

Perceived ease of use (PEU)

� I think the system is easy to use. 4.29 0.708

� Learning to use the system is not a problem. 4.50 0.707

� Operation with the system is clear and understandable. 4.33 0.846

Perceived enjoyment (PE)

� I think the system allows learning by playing. 4.40 0.767

� I enjoyed using the system. 4.43 0.859

� Learning with such a system is entertainment. 4.29 0.944

Attitude toward using (ATU)

� The use of such a system makes learning more interesting. 4.55 0.803

� Learning through the system was boring (reversed item). 4.21 0.782

� I believe that using such a system in the classroom is a good idea. 4.12 1.310

Intention to use (ITU)

� I would like to use the system in the future if I had the opportunity. 4.29 0.835

� Using such a system would allow me to perform chemical experiments on my own. 4.62 0.623

� I would like to use the system to learn chemistry and other subjects. 4.40 1.037

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Table 3The regression analysis.

Dependent variable Independent variable R2 p

Perceived usefulness (PU) Perceived ease of use (PEU) 0.491 <0.001Interface style (IS) 0.478 <0.001

Perceived ease of use (PEU) Interface style (IS) 0.596 <0.001Perceived enjoyment (PE) Perceived ease of use (PEU) 0.346 <0.001

Interface style (IS) 0.368 <0.001

Table 2The Cronbach alpha values.

Variable Cronbach alpha

Interface style (IS) 0.808Perceived usefulness (PU) 0.839Perceived ease of use (PEU) 0.737Perceived enjoyment (PE) 0.735Attitude toward using (ATU) 0.639Intention to use (ITU) 0.839

Table 4The stepwise regression analysis.

Dependent variable Predictors R2 p

Attitude toward using (ATU) Perceived usefulness (PU) 0.827 <0.001Perceived enjoyment (PE) <0.001

Intention to use (ITU) Attitude toward using (ATU) 0.737 <0.001Perceived enjoyment (PE) 0.020

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6. Conclusions

Following the empirical study, we found that perceived usefulness and perceived enjoyment had a similar effect on attitude toward usingimage-based AR environments. With regard to the intention to use of AR environments, perceived enjoyment was a much more significantfactor than perceived usefulness. Therefore, the use of AR environments during lessons could provide extra motivation to learn for youngstudents. Before performing the empirical study, we wondered whether the interface style based on physical markers would not act as adisincentive to use the system. Based on the analysis, it turned out that although interface style had a strong influence on perceived ease ofuse, these two factors had a little effect on perceived enjoyment. Despite the fact that at the beginning the user interface based on physicalmarkers required a little practice, it was not a factor limiting perceived enjoyment. Furthermore, perceived enjoyment was the factor havingthe essential influence on the willingness of students to use the system in the learning process.

An alternative interpretation of the study results is that the positive attitude of learners to the AR technology was expressed due to itsnovelty. It can be assumed that the positive attitude of students to learning in AR environments will fade with time, since the learners willget used to the technology. Tomaintain the learners’ interest in AR technology in the longer term, continuous provision of engaging learningcontent is of crucial importance. Thus, successful dissemination of the AR technology in education on a large scalewill greatly depend on theavailability and quality of learning content for AR environments. Therefore, research on the application of AR in education should focusprimarily on the development of newmethods for the creation of interactive 3D content for AR learning environments. The proposed ARIESsystem fits in with this trend and enables teachers to develop new learning content by the creation of AR-Classes and AR-Objects. Theopportunity for the creation of new content by teachers themselves fosters continuous development of high-quality learning content, sincethey have substantive and pedagogical knowledge required to prepare such content in accordance with the curriculum and pedagogy.

Image-based AR environments seamlessly combine interactive 3D learning content with real environments containing physical objects.The learners can interact with the content in a direct and intuitiveway bymanipulation of physical objects, thus they have an opportunity toperform different experiments in person. The active participation of learners in hands-on activities has a particularly positive effect on theperceived enjoyment, resulting in their increased motivation for learning.

Another important advantage of image-based AR environments is the freedom of experimentation, which could be impossible to achievein the real world due to cost and safety reasons. In the presented application scenario, AR environments are used to implement experientiallearning for performing chemical experiments. In these environments students are able to carry out experiments in person using virtualcounterparts of real laboratory equipment and chemicals. The replacement of the actual laboratory resources with their virtual counterpartsenables educational institutions to achieve significant financial savings. Once designed and developed, virtual objects can be reused by anumber of students for performing various experiments. One installation for learning in image-based AR environments can be used for abroad spectrum of chemical experiments without having to make changes to the physical configuration of this installation. The ARinstallation takes up much less space than a typical workbench for chemical experiments and does not require any special chemistrylaboratory infrastructure.

It is possible to setup a number of AR installations in a classroom in order to enable performing in parallel chemical experiments by anumber of students individually or in small groups. Setting a number of AR installations in a classroom enables each student to perform anexperiment independently at his/her individual pace. Also, students can perform different experiments in parallel, if decided by a teacher.

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Experimenting in person encourages students to test various “what-if” scenarios that are possible for a given chemical experiment. Inparticular, students can perform potentially dangerous tasks without compromising their health and safety.

AR has great potential for educational applications because it supports situated learning (Johnson, Smith, Willis, Levine, & Haywood,2011). To ensure successful situated learning, AR environments should provide a reliable representation of reality to allow students togain knowledge applicable in the real world. The realistic learning contexts offered by AR environments considerably facilitate the transferof the abilities learned to the real world, in comparison to learning out of the real context.

However, not all learning experiences are equally educative (Dewey, 1938). Some experiences can be mis-educative unless they arefollowed by the opportunity to reflect on what happened. Learners should be able to draw generalizations from the experiences and un-derstand how to use these generalizations in future experiences. Thus, teachers have to create learning environments in which learners areactively engaged in meaningful tasks and carefully guided in reflection on their experiences. During the learning content preparation for ARenvironments, a special attention must be paid to the representation of potentially dangerous activities. The ease of exploring the conse-quences of such actions and a sense of security offered by AR environments cannot foster the students’ illusory belief that performing thesame actions in the real world would also not result in hazardous consequences. Therefore, AR learning environments should includeappropriate guidance to the operations performed by students, and particularly dangerous activities should always be accompanied withthe relevant warnings about safety, or even prohibited.

We conclude that learning in image-based AR environments can be particularly attractive and evocative for younger generations, bywhom it can be perceived more like edutainment than pure learning. This is the right time to introduce AR to teaching on a large scale. Inrecent years, wide availability of 3D computer games andmovies based on 3D computer graphics has led towidespread familiarity of peoplewith the 3D technologies. The young generations accustomed to 3D games and movies demand similar experiences in education. In thiscontext, the AR technology may offer a great help to educational institutions in increasing the attractiveness of teaching, thereby providingbetter motivation for students to learn.

The study on the attitude of learners toward AR learning environments is only the first step in the dissemination of the AR technology ineducation. Further research should focus on whether students are actually acquiring knowledge and to what extent their knowledge of theconcepts and processes presented in AR environments is increased. Next, a comparative experimental study should be carried out todetermine if students taught with the use of AR achieve significantly better results and the level of self-efficacy compared to a control grouptaught using the traditional methods.

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