TY - JOUR
T1 - Augmented versus virtual reality in education
T2 - An exploratory study examining science knowledge retention when using augmented reality/virtual reality mobile applications
AU - Huang, Kuo Ting
AU - Ball, Christopher
AU - Francis, Jessica
AU - Ratan, Rabindra
AU - Boumis, Josephine
AU - Fordham, Joseph
N1 - Publisher Copyright:
© Kuo-Ting Huang et al. 2019; Published by Mary Ann Liebert, Inc. 2019.
PY - 2019/2
Y1 - 2019/2
N2 - The propagation of augmented reality (AR) and virtual reality (VR) applications that leverage smartphone technology has increased along with the ubiquity of smartphone adoption. Although AR and VR technologies have been widely utilized in the educational domain, there remains a dearth of empirical research examining the differences in educational impact across AR and VR technologies. The purpose of our exploratory study was to address this gap in the literature by comparing AR and VR technologies with regard to their impact on learning outcomes, such as retention of science information. Specifically, we use a two-condition (AR vs. VR) between-subjects' design to test college students' science-knowledge retention in response to both auditory and visual information presented on a Samsung S4 smartphone app. Our results (N = 109) suggest that VR is more immersive and engaging through the mechanism of spatial presence. However, AR seems to be a more effective medium for conveying auditory information through the pathway of spatial presence, possibly because of increased cognitive demands associated with immersive experiences. Thus, an important implication for design is that educational content should be integrated into visual modalities when the experience will be consumed in VR, but into auditory modalities when it will be consumed in AR.
AB - The propagation of augmented reality (AR) and virtual reality (VR) applications that leverage smartphone technology has increased along with the ubiquity of smartphone adoption. Although AR and VR technologies have been widely utilized in the educational domain, there remains a dearth of empirical research examining the differences in educational impact across AR and VR technologies. The purpose of our exploratory study was to address this gap in the literature by comparing AR and VR technologies with regard to their impact on learning outcomes, such as retention of science information. Specifically, we use a two-condition (AR vs. VR) between-subjects' design to test college students' science-knowledge retention in response to both auditory and visual information presented on a Samsung S4 smartphone app. Our results (N = 109) suggest that VR is more immersive and engaging through the mechanism of spatial presence. However, AR seems to be a more effective medium for conveying auditory information through the pathway of spatial presence, possibly because of increased cognitive demands associated with immersive experiences. Thus, an important implication for design is that educational content should be integrated into visual modalities when the experience will be consumed in VR, but into auditory modalities when it will be consumed in AR.
KW - augmented reality
KW - immersion and presence
KW - science education
KW - virtual reality
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UR - http://www.scopus.com/inward/citedby.url?scp=85061821184&partnerID=8YFLogxK
U2 - 10.1089/cyber.2018.0150
DO - 10.1089/cyber.2018.0150
M3 - Article
C2 - 30657334
AN - SCOPUS:85061821184
SN - 2152-2715
VL - 22
SP - 105
EP - 110
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
IS - 2
ER -