Evaluating students’ emotional response in augmented reality-based mobile learning using kansei engineering

Augmented reality (AR) is believed to be the next wave of online learning. New user experiences become possible to afford AR capabilities with the advent of powerful smartphones. Most studies related to the use of augmented reality in education focused on cognition with little consideration given to...

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Bibliographic Details
Published in:Communications in Computer and Information Science
Main Author: Khairuddin A.-N.A.; Redzuan F.; Daud N.A.
Format: Conference paper
Language:English
Published: Springer Verlag 2018
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85052926920&doi=10.1007%2f978-981-13-1628-9_8&partnerID=40&md5=1c75371e34989a5e67054479e48c57db
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Summary:Augmented reality (AR) is believed to be the next wave of online learning. New user experiences become possible to afford AR capabilities with the advent of powerful smartphones. Most studies related to the use of augmented reality in education focused on cognition with little consideration given to emotions which is important in learning. Therefore, this research aims to identify salient connections between emotions and design elements of augmented reality-based mobile learning material by applying Kansei Engineering (KE) approach. In this research, mobile augmented reality application related to the human heart was prepared to be used as a case study. Seven specimens of the mobile augmented reality application were evaluated with 55 emotions of Kansei Words (KW). 28 students from one of the public universities performed the evaluation experiment. The gathered data were then analyzed using Factor Analysis and Principal Component Analysis. The results revealed the important pillars of emotions or kansei semantic space emotions for augmented reality-based mobile learning materials. Based on Factor Analysis, it revealed four main pillars; professional-motivated, confused, wandering-thrilled and one additional pillar; trustable. Besides that, this research described design elements of augmented reality-based mobile learning material that might evoke specific emotions based on five identified pillars. Ultimately, this research is an attempt to guide the design with affective elements during preparation of augmented reality learning materials in the future. © 2018, Springer Nature Singapore Pte Ltd.
ISSN:18650929
DOI:10.1007/978-981-13-1628-9_8