Applying a wearable MR-based mobile learning system on museum learning activities for university students.

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Title: Applying a wearable MR-based mobile learning system on museum learning activities for university students.
Authors: Chin, Kai-Yi, Chang, Huai-Ling, Wang, Ching-Sheng
Source: Interactive Learning Environments; Nov2024, Vol. 32 Issue 9, p5744-5765, 22p
Subject Terms: MOBILE learning, MIXED reality, COLLEGE students, WEARABLE technology, COGNITIVE load
Abstract: This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university students were randomly divided into the experimental group (using the wearable MR-based mobile learning system) and the control group (using the conventional mobile learning system). The results show that in the retention and comprehension dimensions of the learning outcome, the experimental group has significantly better learning performance than the control group. The experimental group showed improvements in almost all dimensions of situational interest, except for the challenge dimension, while their extraneous cognitive load was reduced. Furthermore, this study found that the proposed system has a positive influence on museum learning in higher education, and has good potential for improving the conventional mobile learning system and enhancing students' learning performance. The findings of this study can provide a reference for future research on the possibilities of using wearable devices for museum education. [ABSTRACT FROM AUTHOR]
Copyright of Interactive Learning Environments is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Applying a wearable MR-based mobile learning system on museum learning activities for university students.
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  Data: <searchLink fieldCode="AR" term="%22Chin%2C+Kai-Yi%22">Chin, Kai-Yi</searchLink><br /><searchLink fieldCode="AR" term="%22Chang%2C+Huai-Ling%22">Chang, Huai-Ling</searchLink><br /><searchLink fieldCode="AR" term="%22Wang%2C+Ching-Sheng%22">Wang, Ching-Sheng</searchLink>
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  Data: Interactive Learning Environments; Nov2024, Vol. 32 Issue 9, p5744-5765, 22p
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  Data: <searchLink fieldCode="DE" term="%22MOBILE+learning%22">MOBILE learning</searchLink><br /><searchLink fieldCode="DE" term="%22MIXED+reality%22">MIXED reality</searchLink><br /><searchLink fieldCode="DE" term="%22COLLEGE+students%22">COLLEGE students</searchLink><br /><searchLink fieldCode="DE" term="%22WEARABLE+technology%22">WEARABLE technology</searchLink><br /><searchLink fieldCode="DE" term="%22COGNITIVE+load%22">COGNITIVE load</searchLink>
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  Data: This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university students were randomly divided into the experimental group (using the wearable MR-based mobile learning system) and the control group (using the conventional mobile learning system). The results show that in the retention and comprehension dimensions of the learning outcome, the experimental group has significantly better learning performance than the control group. The experimental group showed improvements in almost all dimensions of situational interest, except for the challenge dimension, while their extraneous cognitive load was reduced. Furthermore, this study found that the proposed system has a positive influence on museum learning in higher education, and has good potential for improving the conventional mobile learning system and enhancing students' learning performance. The findings of this study can provide a reference for future research on the possibilities of using wearable devices for museum education. [ABSTRACT FROM AUTHOR]
– Name: Abstract
  Label:
  Group: Ab
  Data: <i>Copyright of Interactive Learning Environments is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1080/10494820.2023.2228843
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      – Code: eng
        Text: English
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        PageCount: 22
        StartPage: 5744
    Subjects:
      – SubjectFull: MOBILE learning
        Type: general
      – SubjectFull: MIXED reality
        Type: general
      – SubjectFull: COLLEGE students
        Type: general
      – SubjectFull: WEARABLE technology
        Type: general
      – SubjectFull: COGNITIVE load
        Type: general
    Titles:
      – TitleFull: Applying a wearable MR-based mobile learning system on museum learning activities for university students.
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            NameFull: Chin, Kai-Yi
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            NameFull: Chang, Huai-Ling
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            NameFull: Wang, Ching-Sheng
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            – D: 01
              M: 11
              Text: Nov2024
              Type: published
              Y: 2024
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              Value: 32
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            – TitleFull: Interactive Learning Environments
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