Abstract
Augmented Reality (AR) is heralded to be a promising technology for education. Thus, it is important to properly evaluate it so practitioners feel more confident in its use. Considering the current lack of studies to evaluate AR based educational technology, this work aims to provide some guidelines in order to assist researchers when conducting educational evaluations. The proposed principles were based on both theoretical and practical research. The guidelines presented involve the use of multiple metrics, both quantitative and qualitative, high involvement of teachers and a comprehensive evaluation taking into account both formative and summative aspects. Two practical evaluation experiences were designed applying these principles and their findings are discussed in this paper.
Original language | English |
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Title of host publication | 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual and Augmented Reality, KELVAR 2016 |
Publisher | IEEE |
Pages | 17-21 |
Number of pages | 5 |
ISBN (Electronic) | 9781509023448 |
DOIs | |
Publication status | Published - 8 Sept 2016 |
Event | 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual and Augmented Reality, KELVAR 2016 - Greenville, USA United States Duration: 19 Mar 2016 → … |
Publication series
Name | 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual and Augmented Reality, KELVAR 2016 |
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Conference
Conference | 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual and Augmented Reality, KELVAR 2016 |
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Country/Territory | USA United States |
City | Greenville |
Period | 19/03/16 → … |
Bibliographical note
Funding Information:Authors would like to thank CNPq for partially funding this research (processes 134114/2013-2 and 140898/2014-0), as well as the schools, teachers and students who participated in this study
Publisher Copyright:
© 2016 IEEE.
Funding
Authors would like to thank CNPq for partially funding this research (processes 134114/2013-2 and 140898/2014-0), as well as the schools, teachers and students who participated in this study
Keywords
- K.3.m [Computing Milieux]: Computers and Education
- Miscellaneous
ASJC Scopus subject areas
- Computer Science Applications
- Media Technology
- Modelling and Simulation
- Education