The conference was also platform for critical debates on theories, approaches, principles and applications of mobile learning among educators, developers, researchers, practitioners and
Trang 1Lecture Notes in Networks and Systems 936
Trang 2Lecture Notes in Networks and Systems 936
Series Editor
Janusz Kacprzyk , Systems Research Institute, Polish Academy of Sciences, Warsaw,
Poland
Advisory Editors
Fernando Gomide, Department of Computer Engineering and Automation—DCA,
School of Electrical and Computer Engineering—FEEC, University of Campinas— UNICAMP, São Paulo, Brazil
Okyay Kaynak, Department of Electrical and Electronic Engineering, Bogazici
University, Istanbul, Türkiye
Derong Liu, Department of Electrical and Computer Engineering, University
of Illinois at Chicago, Chicago, USA
Institute of Automation, Chinese Academy of Sciences, Beijing, China
Witold Pedrycz, Department of Electrical and Computer Engineering, University of
Alberta, Alberta, Canada
Systems Research Institute, Polish Academy of Sciences, Warsaw, Poland
Marios M Polycarpou, Department of Electrical and Computer Engineering, KIOS
Research Center for Intelligent Systems and Networks, University of Cyprus, Nicosia, Cyprus
Imre J Rudas, Óbuda University, Budapest, Hungary
Jun Wang, Department of Computer Science, City University of Hong Kong, Kowloon,
Hong Kong
Trang 3in Networks and Systems—quickly, informally and with high quality Original researchreported in proceedings and post-proceedings represents the core of LNNS.
Volumes published in LNNS embrace all aspects and subfields of, as well as newchallenges in, Networks and Systems
The series contains proceedings and edited volumes in systems and works, spanning the areas of Cyber-Physical Systems, Autonomous Systems, Sen-sor Networks, Control Systems, Energy Systems, Automotive Systems, Biologi-cal Systems, Vehicular Networking and Connected Vehicles, Aerospace Systems,Automation, Manufacturing, Smart Grids, Nonlinear Systems, Power Systems,Robotics, Social Systems, Economic Systems and other Of particular value to boththe contributors and the readership are the short publication timeframe and the world-wide distribution and exposure which enable both a wide and rapid dissemination ofresearch output
net-The series covers the theory, applications, and perspectives on the state of the artand future developments relevant to systems and networks, decision making, control,complex processes and related areas, as embedded in the fields of interdisciplinary andapplied sciences, engineering, computer science, physics, economics, social, and lifesciences, as well as the paradigms and methodologies behind them
Indexed by SCOPUS, INSPEC, WTI Frankfurt eG, zbMATH, SCImago
All books published in the series are submitted for consideration in Web of Science.For proposals from Asia please contact Aninda Bose (aninda.bose@springer.com)
Trang 4Michael E Auer · Thrasyvoulos Tsiatsos
Trang 5Michael E Auer
CTI Global
Frankfurt, Germany
Thrasyvoulos TsiatsosDepartment of InformaticsAristotle University of ThessalonikiThessaloniki, Greece
Lecture Notes in Networks and Systems
ISBN 978-3-031-54326-5 ISBN 978-3-031-54327-2 (eBook)
https://doi.org/10.1007/978-3-031-54327-2
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Paper in this product is recyclable.
Trang 6The IMCL conference series actually aims to promote the development of mobilelearning, to provide a forum for education and knowledge transfer, to expose students
to latest ICT technologies and to encourage the study and implementation of mobileapplications in teaching and learning The conference was also platform for criticaldebates on theories, approaches, principles and applications of mobile learning amongeducators, developers, researchers, practitioners and policymakers
IMCL2023 has been again organized by Aristotle University of Thessaloniki, Greece,from November 09 to 10, 2023
This year’s theme of the conference was “Smart Mobile Communication &
Artificial Intelligence”.
Again, outstanding scientists from around the world accepted the invitation forkeynote speeches:
• Minjuan Wang, Professor and Program Head, San Diego State University;
Editor-in-Chief, IEEE Transactions on Learning Technologies (TLT), USA: The Impact of
Metaverse and Generative AI on Education.
• Michalis Giannakos, Professor at Norwegian University of Science and Technology
(NTNU), Norway: Multimodal Learning Analytics to Future Learning Systems.
• Stavros Demetriadis, Professor at School of Informatics, Aristotle University of
Thessaloniki, Greece: Harmonizing Minds: Navigating Human-AI Symbiosis in
Learning Environments with Conversational AI.
Furthermore, interesting workshops and tutorials have been organized:
Since its beginning, this conference is devoted to new approaches in learning with afocus to mobile learning, mobile communication, mobile technologies and engineeringeducation
We are currently witnessing a significant transformation in the development of workingand learning environments with a focus to mobile online communication
Therefore, the following main topics have been discussed during the conference indetail:
• Mobile Learning Issues:
• Dynamic learning experiences
Trang 7• Large-scale adoption of mobile learning
• Ethical and legal issues
• Research methods and evaluation in mobile learning
• Mobile learning models, theory and pedagogy
• Life-long and informal learning using mobile devices
• Open and distance mobile learning
• Social implications of mobile learning
• Cost effective management of mobile learning processes
• Quality in mobile learning
• Case studies in mobile learning
• Interactive Communication Technologies and Infrastructures:
• Wearables and Internet of Things (IoT)
• Tangible, embedded and embodied interaction
• Location-based integration
• Cloud computing
• Emerging mobile technologies and standards
• Interactive and collaborative mobile learning environments
• Remote and online laboratories
• Serious games and gamification
• Mobile health care, healthy lifestyle and training
• Mobile apps for sports
• Mobile credentials, badges and blockchain
• Learning analytics
• Mobile learning in cultural institutions and open spaces
• Mobile systems and services for opening up education
• Social networking applications
• Mobile learning management systems (mLMS)
The following Special Sessions have been organized:
• Interactive Learning Interfaces for Meaning and Expression (iLIME2023),
Chair: Dionysios Politis, Aristotle University of Thessaloniki, Greece
• From Headsets to Mindsets: Human-Centred Extended Reality for Fostering
Participation, Engagement and Co-Creation, Chairs: Petros Lameras, Centre for
Post Digital Cultures, Coventry University, Coventry, UK; Nektarios Moumoutzis,Lab of Distributed Multimedia Information Systems and Applications, School ofElectronics and Computer Engineering, Technical University of Crete, SylvesterArnab, Centre for Post Digital Cultures, Coventry University, Coventry, UK; andPanagiotis Petridis, Aston University, UK
Trang 8Preface vii
• Empowering Young Women in ICT by Fostering an Inclusive Technological
Thinking (GIFT – IT), Chairs Ciupe Aurelia, Technical University of Cluj-Napoca,
Romania
• Digital Technologies for Health and Sports, Chairs: Stella Douka, Aristotle
Uni-versity of Thessaloniki, Greece; and Thrasyvoulos Tsiatsos, Aristotle UniUni-versity ofThessaloniki, Greece
Also, a Doctoral Consortium has been organized in the context of IMCL2023,
chaired by Christos Katsanos, Aristotle University of Thessaloniki, Greece; and JennyPange, University of Ioannina, Greece
As submission types have been accepted:
• Full Paper, Short Paper and Doctoral Consortium Work in Progress (within person ordistant/pre-recorded presentation)
• Poster
• Special Sessions
• Round Table Discussions, Workshops, Tutorials and Students’ Competition
All contributions were subject to a double-blind review The review process was very
competitive We had to review about 146 submissions A team of about 78 reviewers
did this terrific job Our special thanks go to all of them
Due to the time and conference schedule restrictions, we could finally accept only
the best 77 submissions for presentation.
The best papers were the following:
• Category “Full Paper”: “Evaluation of Explainable Artificial Intelligence methods
in Language Learning Classification of Spanish Tertiary Students” by Grigorios nis (1), Gerasimos Antzoulatos (1), Periklis Papaioannou (1), Athanasios Mavropou-los (1), Ilias Gialampoukidis (1), Marta González Burgos (2), Stefanos Vrochidis (1),Ioannis Kompatsiaris (1) and Maro Vlachopoulou (3) Organization(s): (1): CERTH,Greece; (2): Metodo Estudios Consultores, Spain; and (3): University of Macedonia,Greece
Tzio-• Category “Short Paper”: “VR as a Tool for Enhancing Public Speaking Skills” by
Aurelia Ciupe, Technical University of Cluj-Napoca, Romania
• Category “Work-in-Progress”: “Work-in-Progress: “Smart Print Automation”
Remote Lab and Cloud Connector” by Christian Madritsch, Pierre Hohenberger,Benjamin Heindl and Valentin Smoly, Carinthia University of Applied Sciences,Austria
Our conference had again more than 144 participants from 30 countries.
IMCL2025 will be held again at Aristotle University of Thessaloniki, Greece
Michael E AuerIMCL Steering Committee ChairThrasyvoulos G TsiatsosIMCL General Chair
Trang 9Steering Committee Chair
Michael E Auer CTI Global, Frankfurt/M., Germany
General Conference Chair
Thrasyvoulos Tsiatsos Aristotle University of Thessaloniki, Greece
International Chairs
Samir A El-Seoud The British University in Egypt (Africa)Neelakshi C Premawardhena University of Kelaniya, Sri Lanka (Asia)Alexander Kist University of Southern Queensland, Australia
(Australia/Oceania)
(North America)Uriel Cukierman University of Buenos Aires, Argentina
(South America)
Technical Program Chairs
Ioannis Stamelos Aristotle University of Thessaloniki, GreeceStavros Demetriadis Aristotle University of Thessaloniki, Greece
Workshop, Tutorial and Special Sessions Chairs
Andreas Pester The British University in Egypt, Cairo, EgyptThrasyvoulos Tsiatsos Aristotle University of Thessaloniki, Greece
Trang 10x Committees
Publication Chair
Local Organization Chair
Stella Douka Aristotle University of Thessaloniki, Greece
Local Organization Committee Member
Christos Temertzoglou Aristotle University of Thessaloniki, Greece
Program Committee Members (TBC)
Agisilaos Konidaris Ionian University, Greece
Anastasios Economides University of Macedonia, Greece
Anastasios Karakostas Information Technologies Institute, GreeceAnastasios Mikropoulos University of Ioannina, Greece
Apostolos Gkamas University Ecclesiastical Academy of Vella of
Ioannina, GreeceCarlos Travieso-Gonzalez Universidad de Las Palmas de Gran Canaria,
SpainCharalampos Karagiannidis University of Thessaly, Greece
Christos Bouras University of Patras, Greece
Christos Katsanos Aristotle University of Thessaloniki, GreeceChristos Douligeris University of Piraeus, Greece
Christos Pierrakeas University of Patras, Greece
Daphne Economou University of Westminster, UK
Demetrios Sampson University of Pireaus, Greece
Dimitrios Kalles Hellenic Open University, Greece
Dionysios Politis Aristotle University of Thessaloniki, Greece
George Palaigeorgiou University of Western Macedonia, Greece
Trang 11Giasemi Vavoula University of Leicester, UK
Helen Karatza Aristotle University of Thessaloniki, Greece
María Isabel Pozzo National Technological University, ArgentinaManuel Castro Universidad Nacional de Educación a Distancia,
SpainMaya Satratzemi University of Macedonia, Greece
Michail Giannakos Norwegian University of Science and Technology,
NorwayMichalis Xenos University of Patras, Greece
Monica Divitini Norwegian University of Science and Technology,
NorwayNektarios Moumoutzis Technical University of Crete, Greece
Nikolaos Avouris University of Patras, Greece
Nikolaos Tselios University of Patras, Greece
Panagiotis Bamidis Aristotle University of Thessaloniki, GreecePanagiotis Petridis Aston University, UK
Petros Nicopolitidis Aristotle University of Thessaloniki, GreeceRhena Delport University of Pretoria, South Africa
Santi Caballé Open University of Catalonia, Spain
Stelios Xinogalos University of Macedonia, Greece
Stamatios Papadakis The University of Crete, Greece
Tharenos Bratitsis University of Western Macedonia, GreeceTing-Ting Wu National Yunlin University of Science and
Technology, Taiwan
Vassilis Komis University of Patras, Greece
Trang 12Augmented-, Virtual-, Mixed- and Cross- Reality Apps
The Use of Augmented Reality in Teaching History to Primary
and Secondary-School Students in Formal and Informal Learning
Environments: A Review of the Literature 3
Christopher Tripoulas and George Koutromanos
Examining Augmented Reality Smart Glasses Acceptance by In-Service
Teachers 15
Georgia Kazakou and George Koutromanos
The Design and Evaluation of an Augmented Reality History Textbook
for Primary Education 27
George Koutromanos, Christopher Tripoulas, and Maria Pappa
Unleashing the Potential: A Holistic Approach to Adaptive Learning
in Virtual Reality 40
Yahya Elghobashy, Nada Sharaf, and Slim Abdennadher
VR as a Tool for Enhancing Public Speaking Skills 53
Aurelia Ciupe, Claudia Maraciuc, and Bogdan Orza
Collaborative Virtual Reality Environment Structural Model Development
for Higher Education Remote Learning 61
Evija Cibu¸lska and Katrina Boloˇcko
Educators’ Ability to Use Augmented Reality (AR) for Teaching Based
on the TARC Framework: Evidence from an International Study 69
Stavros A Nikou, Maria Perifanou, and Anastasios A Economides
Work-in-Progress: Teaching Autistic Children Arabic Letters Using
Augmented Reality Technology 78
Mariam Sadek Kottb and Nada Sharaf
Implementation of Augmented Reality in Military Higher Education;
Exemplified by the Study of the Yagi-Uda Antenna 86
Ecaterina Liliana Miron, Liviu Gaina, Mihai Alin Meclea,
and Mihai Miron
Trang 13Synthetic Water Crystal Image Generation Using VAE-GANs
and Diffusion Models 95
Farah Aymen, Andreas Pester, and Frederic Andres
IblueCulture: A Real Time Virtual Reality Dry Dive System 105
Apostolos Vlachos, Stelios Krinidis, Aristotelis Karavidas,
and Dimitrios Tzovaras
Teaching the Ba-Construction with Augmented Reality in Online Learning
Environments 115
Lulu Wang, Antigoni Parmaxi, and Anna Nicolaou
Mobile Learning Models, Theory and Pedagogy
Exploring the Applications of QR Codes in STEM Subjects 129
Evgenia Tsoukala, Ioannis Lefkos, and Nikolaos Fachantidis
A Framework for Designing Gender Inclusive Mobile Learning
Experiences 140
Yevgeniy Lukhmanov, Asma Perveen, and Mariza Tsakalerou
Chat GPT Performance Evaluation Model for Learning 149
Tereza Ivanova, Antonia Staneva, Daniela Borissova,
and Katia Rasheva-Yordanova
Design Process and Initial Development of a Serious Game for Supporting
the Personal Development of Young Athletes 158
Georgina Skraparli, Lampros Karavidas, Irena Valantine,
Inga Butiene, Monica Shiakou, Eva-Maria Albu, Stella Douka,
and Thrasyvoulos Tsiatsos
Designing and Developing a Serious Game for Inclusion in Sports 168
Lampros Karavidas, Georgina Skraparli, Angeliki Mavropoulou,
Christina Evaggelinou, Sarah Townsend, Kiki Hristova, Stella Douka,
and Thrasyvoulos Tsiatsos
Digital Entrepreneurial Intentions: The Role of IT Knowledge
and Entrepreneurial Program Learning 178
Ioannis Sitaridis and Fotis Kitsios
Work in Progress: STAYinBowling, Sensor Based Training for Athletes
and Youngsters in Bowling 188
Hippokratis Apostolidis, Lampros Karavidas, Ioannis Stamelos,
and Thrasyvoulos Tsiatsos
Trang 14Contents xv
Dynamic Learning Experiences
Impact of Innovation-Enabling Technologies on Business Performance:
An Empirical Study 197
Yevgeniy Lukhmanov and Mariza Tsakalerou
HEALINT4ALL Digital Interactive Platform for European and National
Placements Audit for Medicine and Allied Health Professions Following
a User-Centered Design 208
Stathis Th Konstantinidis, Ioannis Poultourtzidis, Foivos Papamalis,
Dimitris Spachos, Theodoros Savvidis, Nikolaos Athanasopoulos,
Maria Nikolaidou, Zoe Tilley, Stan Ko, James Henderson,
Sheila Cunningham, Hodge Pam, Viveka Höijer-Brear,
Mari Törne, Manuel Lillo-Crespo, Maria Pilar Catala Rodriguez,
Anna Stefanowicz-Kocol, Agnieszka Jankowicz-Szymanska,
Aneta Grochowska, Małgorzata Kołpa, Carol Hall,
and Panagiotis D Bamidis
Implementation of a Faculty Development Program Though Coursera:
From the Instructional Design to the Results 216
Kevin Mejía Rivera and Anael Espinal Varela
Using ChatGPT for Research Report Design: A Collaborative Learning
Experience with Students and Professors in Honduras 224
Kevin Mejía Rivera and Mirna Rivera García
Analysis and Classification of Methods and Tools Applicable to e-Learning 232
Milena Bankovska, Katia Rasheva-Yordanova, Daniela Borissova,
and Stefan Stoev
Work-in-Progress: Gamified Simulation for Interactive Experiences
in Learning 243
Simeon Karofyllidis, George Kousalidis, Hippokratis Apostolidis,
and Thrasyvoulos Tsiatsos
Work-in-Progress: Immersive and Diversified Artificial Intelligence
Education 254
Zhen Gao and Seshasai Srinivasan
Work-in-Progress: Simulations Incorporated in the Teaching Process
of Telecommunications 260
Milagros Hernández Martínez, María Elena Pardo Gómez,
and Rebeca del Carmen Cintra Hernández
Trang 15Interactive Learning Interfaces
CHAISE: Empowering Europe with Blockchain Skills Through
a Multilingual Mobile-Enabled MOOC Platform 269
Dimitrios Kiriakos, Dimitrios Kotsifakos, Parisa Ghodous,
and Yannis Psaromiligkos
The Use of Mobile Applications in the L2 Learning Classroom: Is it Worth
the While? 281
Ioanna Moustaka, Spyridon Doukakis, and Marina Mattheoudakis
Re-enacting the Past: Open Mobile Technologies for Artistic
Recreation – The Case of the Vlatadon Monastery 290
Rafail Tzimas, Dionysios Politis, Nektarios Paris, Nikolaos Rentakis,
and Konstantinos Maniotis
Conditioning the Rhythm of Rehabilitative Appropriation Within
a Multiple Intelligences Programming Environment 299
Anastasios Nikiforos, Christos Polatidis, Panagiotis Kapadais,
Dionysios Politis, Georgios Kyriafinis, and Veljko Aleksi´c
Enhancing Expression in Music Transcription – Towards the Donizetti
System of Semantics 311
Dimitrios Margounakis, Dionysios Politis, Georgios Patronas,
Vasileios Vasileiou, and Evangelia Spyrakou
Student Affective Modelling and Participation in Web-Based Collaborative
Tutoring Systems 322
Dimos Charidimou, Nikolaos Kokolantonakis, and Dionysios Politis
Work-in-Progress: SYNERGIA, Towards an Online Communication
and Collaboration Interactivity 332
Hippokratis Apostolidis, Spyridon Armatas, George Tsantikis,
and Thrasyvoulos Tsiatsos
e-Tambur: A Mobile App for the Music Pluralization of Emotions 339
Dimos Charidimou, Dionysios Politis, Evangelos Tringas,
Stavros Vaslis, Georgios Ziogas, and Nektarios Paris
Trang 16Contents xvii
Learning Analytics
Evaluation of Explainable Artificial Intelligence Methods in Language
Learning Classification of Spanish Tertiary Education Students 351
Grigorios Tzionis, Gerasimos Antzoulatos, Periklis Papaioannou,
Athanasios Mavropoulos, Ilias Gialampoukidis,
Marta González Burgos, Stefanos Vrochidis, Ioannis Kompatsiaris,
and Maro Vlachopoulou
Automated Grading in Coding Exercises Using Large Language Models 363
Paraskevas Lagakis, Stavros Demetriadis, and Georgios Psathas
Development and Evaluation of a Gamified Application for Environmental
Education: coralQuest 374
Karen Dahl Aarhus, Julie Holte Motland, Feiran Zhang,
and Sofia Papavlasopoulou
Genetic Algorithms: The Powerful Driver of the Functional Verification
Process 384
Alexandru Dinu
A Code-Driven Exploration of Key C Language Concepts in a CS1 Class 397
David Kerschbaumer, Alexander Steinmaurer, and Christian Gütl
Author Index 409
Trang 17Augmented-, Virtual-, and Cross- Reality Apps
Trang 18Mixed-The Use of Augmented Reality in Teaching
History to Primary and Secondary-School
Students in Formal and Informal Learning
Environments: A Review of the Literature
Christopher Tripoulas and George Koutromanos(B)
Department of Primary Education, National and Kapodistrian
University of Athens, Athens, Greece{christrip,koutro}@primedu.uoa.gr
Abstract The aim of this systematic literature review was to examine relevant
journal publications regarding the use of Augmented Reality (AR) to teach thesubject of History to primary and secondary school students in both formal andinformal learning environments Following an initial search that yielded 21,979results, 14 journal articles were included in the final analysis These covered
a diverse range of historical settings using technology relying mostly on smartphones, tablets, but also other handheld devices, projectors, and manipulativesenabling tactile learning and embodied instruction Approximately one–third ofthe studies did not include references to learning theories or pedagogical back-grounds, while learning outcomes highlighted increased student comprehension,motivation, enjoyment, and positive attitudes Although AR is not as widely used
to teach History as some other subjects, the findings indicate that it could have apositive impact, transforming perceptions of the subject and practices associatedwith its teaching The comparatively limited number of AR history studies necessi-tates further research marked by wider selection criteria and longitudinal studies totrack students’ learning over time The investigation of particular AR affordancesfacilitating History teaching and the role of learning theories in informing instruc-tional interventions are additional aspects that can benefit from further research.AR’s impact on learning when compared with other digital technologies requiresfurther investigation as technology continues to grow and develop
Keywords: Augmented Reality· History · Primary and Secondary Education ·
Literature review
1 Introduction
Augmented Reality (AR) is an emerging technology that has seen rapid growth, ularly in the last decade, earning it a reputation as a leading 21st-century technology [1].Regarding its use in education, AR can be concisely defined as “a technology which over-lays virtual objects (augmented components) into the real world” [2p1] The growingnumber of AR applications for mobile (e.g., smart phones, tablets) and wearable (e.g.,
partic-© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
M E Auer and T Tsiatsos (Eds.): IMCL 2023, LNNS 936, pp 3–14, 2024.
https://doi.org/10.1007/978-3-031-54327-2 _ 1
Trang 19smart glasses) devices has made the use of this technology increasingly more practical.Consequently, it has become more accessible to students, resulting in steadily growingresearch interest regarding the use of AR in education [3,4].
Researchers have identified numerous affordances that AR brings to education,including visualization of objects, interaction with 3D objects [5], interactivity of vir-tual objects with a real environment in real-time [6], contextualized information, spatialability, practical skills, conceptual understanding [7], and decreased cognitive load [2].Additionally, a growing number of studies point to AR’s positive effects on student moti-vation and attitudes [8 10] Numerous studies also point to AR’s increased instructionaleffectiveness compared to traditional textbooks, or videos and PCs, highlighting benefitssuch as learning gains [11], acquisition of problem–solving and spatial skills [12], andimproved collaboration [13]
AR has been incorporated in the teaching of various subjects, including Math [14],STEM [15], Languages [16], Chemistry [17], and Physical Education [18] Furthermore,there are a number of studies focusing on the use of AR to teach History to students at theprimary and secondary level of education Although it serves as a basic subject in schoolcurriculums worldwide, History is often perceived to be boring [19] and overly focused
on memorization and lower-order thinking skills [20] Considering its affordances, ARcould serve as a valuable tool to overcoming some of the perceived issues with Historyinstruction, creating positive feelings toward learning History and improving learningoutcomes
Although some AR studies for History instruction do exist, there does not appear to be
a comprehensive review of the literature detailing its use in teaching History to primaryand secondary school students in formal and informal learning environments While there
is a review focusing on AR applications for History education and heritage visualization[21], it limits itself to one specific area of History - the Holocaust Meanwhile, a review
on AR in Cultural Heritage by Boboc et al [22] surpasses the scope of education and alsoexamines the use of AR in other sectors, such as tourism and intangible cultural heritage.This paper provides a systematic review of the relevant literature by conducting a search
of published articles of journals in selected online databases, with the aim of addressingthe existing research gap regarding the utilization of AR in formal and informal educationsettings for the teaching of history at the primary and secondary level
The following research questions (RQ) were formulated to guide the review of theliterature:
RQ1: What specific era/context of history did the studies investigate?
RQ2: In what kind of learning environment was the research conducted?
RQ3: To what levels of education did the students involved in the studies belong?RQ4: What kind of AR devices were used in the research?
RQ5: What pedagogical foundation was used to support the use of AR?
RQ6: What methodological designs were used to conduct the research?
RQ7: What were the learning outcomes of the studies?
The organization of this review study is as follows The next section provides a briefoverview regarding the teaching of History in formal and informal learning environ-ments The methodology guiding the research for this review follows Next, the findingsare presented, followed by a discussion The final section contains the conclusions,
Trang 20The Use of Augmented Reality in Teaching History 5including the limitations of this study and suggestions for future studies related to theuse of AR to teach History to primary and secondary school students in formal andinformal learning environments.
2 An Overview of History and Its Significance as a Subject
History has occupied a seminal role in school curriculums since the nineteenth century[23] Seixas et al [24p1] define History as “the stories we tell about the past”, arguingthat historic understanding occurs when historians relate to the historical concept they arestudying by interpreting evidence and using it to generate stories about events and figuresfrom the past Some of the learning objectives set by teachers when teaching Historyinclude increasing historical understanding among students, creating connections tofigures and stories being studied, cultivating a sense of civic pride and duty, examiningthe past, and developing an appreciation for contemporary values and responsibilities[25] According to Barton and Levstik [19], the aim of teaching this subject is to prepareyoung people for their upcoming participation in a pluralistic democracy Opinionsand practices differ regarding how History should be taught, with one major point ofcontention being the creation of a collective memory or the disciplinary approach [20,
26] While the student-centered approach continues to gain favor in the 21stcentury, thereare curricula that continue to emphasize the ability to memorize historical information
as a prerequisite to being able to process it and engage in higher–order thinking [27]
In addition to the boredom often associated with History instruction, in recent yearsHistory has received diminished attention in the curriculum, as it is overshadowed bysubjects deemed more technical and better suited to future employment opportunities[28] However, History is integral not just for acquiring knowledge about the past, but forthe formulation of values such as respect for cultural diversity and democracy, attitudessuch as civic-mindedness, skills such as critical thinking, empathy, cooperation, andconflict resolution, and knowledge such as critical understanding of one’s self, language,and the world [29]
One reason for History’s perceived unpopularity among students is teacher-drivenimparting of substantive (factual) knowledge, which relies on reading and rote memoriza-tion, which is usually limited to first-order thinking, in contrast to procedural knowledge,which develops second-order thinking and enables students to actively process knowl-edge [30] Some 21st-century best practices for teaching History include mobilizing stu-dents’ prior knowledge, stimulating historical thinking by relating events to real-worldproblems, introducing students to historical research through activities involving thesynthesis of evidence from multiple sources and accounts, diversifying learning tasksand expanding sources to beyond just the textbook or worksheet through multimediaand interaction allowing for manifold interpretations, as well as developing historicalthinking and consciousness among students [31] These recommended practices are inkeeping with the constructivist approach [32] and historical empathy [33], which arebelieved to improve the teaching and learning of History
Regarding classroom instruction, digital technologies play an essential role in ing equitable quality education for all [34] AR is one of the most widely emerging digitaltechnologies and its use in the classroom is expanding thanks to the positive results it
Trang 21achiev-has produced until now [35] AR possesses the capability to benefit History learning byaddressing current issues associated with its teaching, such as the traditional teacher-centered model of instruction, which overlooks students’ ability to learn autonomouslyand explore [13] Moreover, History can be taught not only in formal classroom environ-ments but also in informal environments, such as archaeological sites [36] and museums[37] The use of AR for History learning in informal settings is credited with bringing
“historical scenes to life”, although, it must be noted that technologies like AR and VRare still used mostly in science and art museums by primary and secondary students”[38] According to Varinlioglu and Halici [39], AR offers immense potential for study-ing architectural objects due to capabilities such as 3D technology, which provides newprospectives on viewing and analyzing data; i.e., at archaeological sites ConsideringAR’s affordances and successful implementation in other subjects, this technology hasthe potential to serve as a useful tool for teaching History in both formal and informallearning environments
3 Methodology
The literature review was conducted from March 22, 2023 to April 26, 2023 on theinternational online databases Scopus, ScienceDirect, ERIC, IEEE Xplore, Springer-Link, Taylor and Francis, ACM Digital Library The database searches used a year filterset from 2008 up to 2023, corresponding to the appearance and gradual increase of ARapplications The following search terms were used: Augmented Reality AND HistoryAND Education OR School OR Students OR Image-Based Games OR Location-BasedGames A relevant target search using the same terms was also conducted on GoogleScholar Finally, relevant studies were handpicked from the bibliography of existingarticles to account for related literature not found in the keyword search
This review was restricted to open-access databases or databases that were accessiblethrough the authors’ university library The literature research adhered to the PRISMAguidelines [40] The inclusion criteria applied to the research questions required that: (a)articles present research conducted in formal or informal educational settings in primary
or secondary education, (b) articles be written in English, (c) articles provide empiricaldata from a sample of pupils, data analysis, and interpret the results, (d) articles bepublished in a peer-reviewed academic journal
The search yielded 21,979 results (see Fig.1) After the initial screening, includingthe removal of 3 duplicates, 21,923 were excluded because they did not meet the searchparameters due to irrelevant title, keywords, abstract, or content After a full-text review
of 53 studies for eligibility, 39 were excluded because they were incompatible withthe aim and research questions of the current review In total, 14 relevant articles wereidentified and used to formulate this review - 12 involving AR technology, along withanother two using a combination of AR and VR, which were included here because the
AR component was deemed significant enough to warrant it
The analysis scheme was divided into 8 categories: (1) historical era/context (2)learning environment, (3) education level, (4) types of AR devices used, (5) pedagogicalfoundation, (6) methodological design, and (7) learning outcomes
Trang 22The Use of Augmented Reality in Teaching History 7
Records identified through an online database search n=21,969
Records identified through targeted search
n=10
Records remaining after duplicates were removed
n=21,976
Records screened n=21,976
Records excluded n=21,923 irrelevant title/keywords/abstract n=0 not in English
Full-text records reviewed
n=53
Records excluded n=39 incompatible with aim/research ques- tions
Records included in the final
analy-sis n=14
AR can improve students’ historical knowledge of the prophets in the Islamic tradition.The Middle Ages and Renaissance also inspired research interest, with two studies[49,50] examining life in late medieval Amsterdam, and another [51] focusing on ahistorical landmark in the Italian city of Urbino Other researchers [52] chose to focus
on a broader historical period spanning the Renaissance, discovery of the New World,
Trang 23Enlightenment, and French Revolution Finally, two studies included events from the 20thcentury, examining the historical context of the Spanish Civil War [53] and investigatingthe history of a local park during World War II [54].
4.2 Learning Environment
In terms of the learning environment in which they were conducted, the 14 studiesreviewed were nearly evenly divided Specifically, 5 studies [42,44,47,48,51] wereconducted in a formal classroom setting Another study [41] took place at an archaeo-logical site, however, students participated in the field trip as a whole class and engaged
in related pre- and post-trip classroom activities, constituting a formal learning ment Among the studies conducted in an informal learning environment, two [45,52]featured a specially designed space with a Makey Makey board, and another [46] washeld in students’ homes Other studies were conducted at the archaeological site of Del-phi, Greece [43], a bomb shelter in Barcelona, Spain [53], a public park or “Common”
environ-in London, England [54], and historical medieval Amsterdam, Holland [49,50]
Among the researchers who chose secondary school students as their sample, theoldest sample involved students age 17 [51], while another [47] was composed of 10th-graders Other researchers [43,44] used secondary school students in Grades 8–9, ages12–13, as a sample Finally, two studies [49,50] featured samples of secondary schoolstudents between the ages of 12–16
4.4 Types of AR Devices Used
Researchers in the 14 studies reviewed used various devices and applications in theirresearch Smart phones appear to be the most popular, used in nearly half of the studies[42,44,46–48,51] Two studies [41,54] used tablets, while another [43] used unspecifiediOS mobile devices during their research, which was conducted at archaeological sites.Two more studies [49,50] relied on computers, early smart phones and video phones.Among the researchers opting for less widespread AR technology, one study [53] usedhandheld devices and a pico-projector, while two more [45,52] used Makey Makeyboards, with the latter also incorporating computers and projectors
4.5 Pedagogical Foundations
Regarding the pedagogical foundations guiding the research presented here, two ies [49,50] make overt reference to the theory of constructivism, while others include
Trang 24stud-The Use of Augmented Reality in Teaching History 9implicit references Toward this end, two studies focus on embodied learning and mobileembodiment theory [45,54], while another [41] adopts Endacott and Brooks’ view ofhistorical empathy and the practice of scaffolding The “learning by doing” conceptwas germane to the experiences of the participants in two more studies [44,54] Inaddition, one study [46] refers to blended learning theory and Piaget’s theory of Cogni-tive Development, while another [48] relies on Bloom’s Taxonomy Finally, there was astudy [53] grounded on reality-based interaction, which adhered to the World-as-Supportparadigm, and modified Lentini and Decortis’ five dimensions of experience in phys-ical space (geometrical and geographical experience, personal, sensorial, cultural, andrelational experience) to guide its work.
Although not learning theories in themselves, the aforementioned concepts stemfrom the learning theory of constructivism Nonetheless, out of the 14 studies, five [42,
43,47,51,52] did not include any references to learning theories, learning models, orcharacteristic elements related to learning theories
4.6 Methodological Design
The majority of the researchers employed a quasi-experimental design for their studies,with two [44,51] relying solely on questionnaires and another two [47,48] using pre-and post-tests only Others [42,50] adopted a mixed methods approach, using the pretest-posttest method together with a questionnaire and observation, while a third pair [41,
45] combined the pre- and post-test with interviews
Meanwhile, other researchers based their investigations on case studies, with one[46] collecting data from interviews, another two [52,53] using questionnaires andinterviews to evaluate their experiment, and a third pair [49,54] basing their research onobservation Finally, there was a field study [43] that relied on a questionnaire to collectdata
4.7 Learning Outcomes
In terms of the learning outcomes, the main results reported in this review included prehension of learning contents, motivation to use AR technology or engage in learningactivities, attitudes toward the use of AR in teaching and learning, including acceptance
com-of the technology, and enjoyment/satisfaction in engaging in activities employing thetechnology Of the studies reviewed, the impact of AR on student comprehension wasthe most frequently noted outcome, being mentioned in all of studies Degrees of com-prehension differ, with some studies [41,43–47,50,51] reporting clear learning gainsdue to the AR intervention and others noting that improved student performance wasnot statistically significant [42] or while statistically significant, nonetheless relativelysmall [48] Some researchers also found that despite an increase in student knowledgecertain issues affecting learning continued to be observed after the use of AR For exam-ple, despite significant improvements to chronological understanding and processing oftemporal concepts, one study [45] found that students continued to have problems associ-ating years to centuries, particularly regarding the BC era, while another [54] discoveredthat although the interaction with AR media helped students construct a new concept of
“place”, it also conflated their comprehension of space and time, necessitating follow-up
Trang 25classroom activities to foster historical reflection and conceptualization The importance
of scaffolding and tailoring AR use to pre- and post-intervention activities is also sized in another study [41] The role of somatic learning and active participation to fosterembodied knowledge was also a key finding highlighted by several researchers [45,49,
empha-52–54] Another factor that appears to have impacted learning in some of the research
is age, with one study [46] finding primary school students in Grades 3–4 best suited toparticipate in AR-enabled blended learning - particularly when collaborating with peers,
as opposed to working alone or with siblings of other ages - and another [52] suggestingthat primary school-aged students are better suited to learn and interact with low-fidelityinteractive AR environments that are not necessarily seamlessly authentic
The next most widely cited outcome was AR’s impact on attitudes, which was tained by several researchers [42,43,46,52,53] It is interesting to note that even inresearch where comprehension was not statistically significant [42], student attitudesand interest remained positive Findings included in some of these studies are partic-ularly seminal in terms of reinforcing the idea that students respond better to learningHistory when given the opportunity to participate in the lesson actively and tangibly,digitally interacting with historical artifacts [52], reflect on history by storifying it [49],take on the role of performer [53], or attain experiential knowledge, as opposed topassively receiving information through one-way teacher-centered instruction [46] As
ascer-in the case of knowledge acquisition detailed above, which is dependent on pre- andpost-instructional interventions, particular types of AR-based activities may cause fluc-tuations in students’ perception of historical events being studied [49] Nevertheless,positive experiences with AR create favorable student impressions and make them want
to experience it again by interacting anew with other AR apps or games [43]
Motivation and enjoyment were less commonly cited factors in the research Thefindings regarding motivation are somewhat incongruent as some research indicates that
AR usage improved student motivation to learn [43,44,46], while another study [50]found no significant difference between the experimental group engaging in the ARhistory game and the control group receiving project-based instruction On the contrary,there was a study [44] attributing the improved knowledge and retention exhibited bythe experimental group engaged with AR to greater motivation Another study [43]also associated the interest and cooperation exhibited by students playing the AR gameused in their experiment to its competitive nature, impacting their motivation to win.One study [52] makes specific reference to the enjoyability of the AR environment andactivities in which students were engaged, noting that, as primary school students, theirrelatively young age made them better suited to authentically interact with this specifictechnology compared to older students
Finally, it should be noted that two studies [44,51] incorporated elements of both ARand VR in their experiments, making the interpretation of their results more complex.Although not exclusively AR-based, the featured technology was grounded in AR tosuch a degree that their inclusion in the literature review seemed reasonable In onestudy [44], students received instruction via AR regarding their subsequent usage of a
VR game, while in the other study [51], the AR component of the featured ScoolARplatform informs students learning ahead of interaction with 360-degree panoramic VRimages
Trang 26The Use of Augmented Reality in Teaching History 11
5 Conclusions
This work presented a review of a total of 14 articles related to the use of AR in formaland informal learning environments to teach History to students at the primary andsecondary education level This review addresses a gap in the research and contributes
to the existing literature by presenting, comparing, and analyzing relevant AR studiesand learning interventions Based on the results, these studies revealed numerous benefitsfor the students who interacted with AR, including a positive impact on their learning,motivation, engagement, and enjoyment, as well as an increase in historical empathy.Nevertheless, more studies are required to inform research knowledge, as not all theexisting studies fully address the research questions formulated above For example,specific reference regarding the type of device used in the AR intervention was not alwayscited [43], while studies employing both AR and VR technology [44,51] did not clarifyAR’s unique impact on learning outcomes Furthermore, existing research did not alwaysaddress the learning theories serving as the framework for the experiment or the specificaffordances of AR (e.g., immersion, contextualized information, visualization and real-time interaction with digital objects) contributing to observed learning outcomes orproviding added value There is also a need for studies employing greater methodologicalrigor, such as random sampling featuring larger cross-sectional samples or longitudinalresearch tracking AR’s impact in teaching History over the years across primary andsecondary school
The results of the findings could influence future practices regarding the use of AR toteach History by encouraging increased usage by students, and continued development
by teachers and other developers A better understanding of the most popular devicesand environments where AR is used for History learning will provide greater insight intohow this technology is currently being utilized, while possibly revealing new avenuesfor exploration that could enhance research to influence existing and future pedagogicalpractices
This study’s limitation is that the online search was limited to open–access cations and databases available through the authors’ institutional library This literaturereview could be extended to investigate the impact of AR on history teaching longitudi-nally across the primary and secondary level Future research should also study specificaffordances of AR that best facilitate teaching History Finally, future studies shouldcompare the use of AR with other digital technologies to determine how AR interven-tions can best be implemented for learning History in combined formal and informallearning environments
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Trang 30Examining Augmented Reality Smart Glasses Acceptance by In-Service Teachers
Georgia Kazakou(B) and George KoutromanosDepartment of Primary Education, National and Kapodistrian University of Athens,
Ippokratous 20, PC 10680 Athens, Greece{gkazakou,koutro}@primedu.uoa.gr
Abstract This study examined the acceptance of Augmented Reality Smart
Glasses (ARSGs) by 123 primary and secondary education teachers The ical framework of the TAM and the variables of facilitating conditions and socialinfluences of the UTAUT were used The study was conducted in two phases:the first remotely, where teachers created their own AR objects, and the second
theoret-in person, where teachers used two types of ARSGs devices to project their own
AR learning resources and interact with AR applications The study found thatthe TAM can be used as a valid model to explain the acceptance of ARSGs byteachers in their classroom Also, it was found that attitude, perceived ease of use,and perceived usefulness affected teachers’ intention to use ARSGs Moreover,the two variables of the UTAUT (i.e., facilitating conditions and social influence)did not influence teachers’ intention These results have implications for schools
as well as for educational policy regarding the use of ARSGs in teaching
Keywords: Augmented Reality Smart Glasses· TAM · Education · Acceptance
1 Introduction
Augmented Reality (AR) [1], which is part of the Metaverse [2], is widely recognized as
an emerging technology It is defined as an experience that combines virtual content with
a user’s physical environment in real time and is displayed through computing devices[3] It features unique affordances such as concretization of abstract concepts, enhancedsense of presence, immediacy, and immersion [4,5] One of the fields where AR issuccessfully exploited is education According to literature reviews and meta-analyses,
AR has a positive effect on learning outcomes, motivation, student concentration, andacquisition of vocational competences [6 8]
Augmented Reality Smart Glasses (ARSGs) are one way in which AR can be viewed.These glasses allow the user to see digital images superimposed in the real world (opticalsee-through) or to see video images generated by the glasses (video see-through) [9].They differ from other AR projectors (e.g., handheld devices) because they haveaffordances such as immersion and first-person view [10,11]
The issue of the acceptance of ARSGs by teachers – who are among the most tant stakeholders in the educational process – is important as the value and importance
impor-© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
M E Auer and T Tsiatsos (Eds.): IMCL 2023, LNNS 936, pp 15–26, 2024.
https://doi.org/10.1007/978-3-031-54327-2 _ 2
Trang 31of ARSGs continue to increase during the Metaverse era However, research regardingteachers’ acceptance of this new technology in their teaching is limited [12] In particu-lar, what has been investigated is: (a) students’ acceptance of ARSGs in higher education[13–15] and (b) primary and secondary school teachers’ acceptance of ARSGs in theirteaching [16] A common feature of these studies is that the sample did not interact withthe ARSGs It is, therefore, necessary not only to investigate teachers’ acceptance of thesesmart glasses in teaching with more studies, but also with research that applies a morerigorous methodology Investigating the factors that influence teachers to use ARSGs intheir classrooms can help us understand how to design educational applications, developdidactic scenarios, and train teachers to use this new technology effectively In addition,
we can begin to develop solutions that address the challenges and maximize the benefits
of smart glasses for education
Therefore, this study aims to use the Technology Acceptance Model (TAM) [17] andtwo variables from the Unified Theory of Acceptance and Use of Technology (UTAUT)[18] - i.e., the facilitating conditions and the social influence - to examine the factors thatinfluence in-service teachers’ intention to use ARSGs in their teaching The objectives
of this study are the investigation of:
1 attitude, perceived usefulness, facilitating conditions and social influence on teachers’intention to use ARSGs,
2 perceived ease of use and perceived usefulness on teachers’ attitude towards the use
of ARSGs, and
3 perceived ease of use on teachers’ perceived usefulness on the use of ARSGs.The organization of the article includes four more sections Section2summarizes theexisting research on the acceptance of ARSGs in education and presents the theoreticalframework that underpins this study Section 3 illustrates the research methodologyfollowed; i.e., sample, data collection instrument, and procedure Section4presents theresults of the study Finally, Sect.5summarizes the findings, presents the limitations ofthe study, and suggests directions for future research in the field
2 Theoretical Framework
2.1 Technology Acceptance Models
Educational technology researchers have used many different theories and models tounderstand how people adopt digital technologies One of the first theories to examinethis was the Theory of Reasoned Action (TRA) [19] This theory supports, that indi-viduals’ intention to use digital technology is affected by their attitude (Att) towardsthe technology and their perception of social norms (i.e., subjective norm) Attitude is aperson’s overall evaluation of a technology, while social norms are the perceived expec-tations of significant others The TRA was extended by the Theory of Planned Behavior(TPB) [20] TPB added in TRA a third factor, the perceived behavioral control, which
is a person’s perception of their ability to use a technology The Decomposed Theory ofPlanned Behavior (DTPB) [21] further decomposed the attitude and perceived behav-ioral control factors into more specific components - attitude toward behavior, subjectivenorm, and perceived behavioral control
Trang 32Examining Augmented Reality Smart Glasses Acceptance 17The TAM [17] is one of the most well-known and widely used models of digitaltechnologies acceptance in education TAM posits that people’s decision to use a tech-nology is influenced by two perceptions - perceived ease of use (PEOU) and perceivedusefulness (PU) PU is a person’s perception that using a specific digital technologywill help them achieve their goals PEOU is defined as a person’s perception regard-ing whether using a digital technology will be easy Therefore, its main variables areintention, attitude (Att), PU, and PEOU TAM 2 [22] and TAM 3 [23] are extensions
of TAM that incorporated additional factors into the model, such as social factors anddeterminants of PEOU
The UTAUT [18] is a more recent model that incorporates factors from both TAMand TPB UTAUT posits that people’s decision to use a technology is influenced by fourfactors The first factor is performance expectancy, which is defined as a person’s beliefthat using a digital technology will help them achieve their goals The second factor iseffort expectancy, which is a person’s perception that using a digital technology will beeasy The third factor is social influence, which is a person’s belief of the expectations ofsignificant others The fourth factor is facilitating conditions which are available to helppeople use a digital technology UTAUT 2 [22] is an extension of UTAUT that addedthree factors to the model (i.e., price value, habit, and hedonic motivation) Hedonicmotivation is a person’s motivation to use a digital technology because it is enjoyable.Habit is a person’s tendency to use a digital technology automatically Price value is thefinancial burden that a person will bear to purchase a digital technology
2.2 Previous Research on the Acceptance of ARSGs in Education
A previous literature review of research investigating the acceptance of ARSGs in variousfields [12] found that four studies have been conducted so far on the acceptance of thistechnology in education One of these studies was qualitative and focused on in-serviceteachers, while the other three were quantitative and focused on tertiary education Both
of these studies based their theoretical framework on TAM It is notable in these studiesthat the sample did not have the opportunity to interact with the ARSG device
More specifically, the quantitative studies [13–15] all used the TAM as a theoreticalframework which they expanded by including the variables of motivation, functionality,trust, and privacy Motivation was defined as the extent to which students engage invarious tasks when using ARSGs, functionality was defined as the degree of attraction,complexity, and practicality of the ARSG device, and trust and privacy were defined asthe degree to which a student trusts the ARSG device to share their data with others Thequantitative studies showed that PU and PEOU are positively influenced by the abovefour variables In other words, students are more likely to use ARSGs if they believethat this new technology is useful, easy to use, and that they can trust the glasses to keeptheir data safe
The qualitative study [16] also based its theoretical framework on TAM and found that
PU, privacy risk, facilitating conditions, compatibility, and potential health risk are allimportant variables that affect teachers’ decision to use AR glasses in teaching practice.Compatibility is defined as the degree to which a teacher perceives that using ARSGs
is compatible with their teaching style and experience, and meets their needs duringteaching Privacy risk includes teachers’ concerns about the security of personal data
Trang 33collected by ARSGs, while health risk includes their concerns about potential damage
to their health
In addition, other important factors that influence technology acceptance are tating conditions and the social influence of the UTAUT [18] More specifically, meta-analyses conducted by [24,25] have found that the conditions which facilitate the use
facili-of digital technologies in education influence teachers’ intention This suggests that theavailability of resources and support can also play a role in the integration of mobile ARapplications by educators Social influence can also be a powerful predictor of technol-ogy acceptance, and it is important to consider it when designing and implementing newtechnologies This is because an individual’s beliefs about technology are shaped notonly by both individual factors (i.e., attitudes, beliefs, and experiences) but also socialones (i.e., opinions and behaviors of friends, family, and colleagues) [26] Social influ-ence is the extent to which an individual believes that the people who are important tothem think they should use digital technology [22] It is a variable that has been included
in several technology acceptance models, such as TRA [19], TAM2 [22], TPB/DTPB,combined TAM-TPB as subjective norms, and Innovation Diffusion Theory (IDT) asimage [27]
3 Research Methodology
3.1 Sample
In this research, 123 in-service Greek primary (N= 37, 30.1%) and secondary (N = 86,69.9%) school teachers participated voluntarily Eighty-three (67.5%) were female and
40 (32.5%) were male Sixty-two (50.4%) were aged up to age 45, while 61 (49.6%)
were aged 46 and over Their teaching experience ranged from 1 to 37 years (M= 15.20,
SD= 9.782)
3.2 Data Collection Instrument
In this study, the TAM [17] and UTAUT [18] served as the theoretical framework thatguided the questionnaire, which was created using Google Forms and composed of twoparts The first part concerned teachers’ demographics; i.e., sex, age, education level,years teaching The second part featured 19 items related to the six variables of theresearch model Specifically, 3 items were used for intention (I), 3 items for attitude(Att), another 3 items for PEOU, and 3 items for PU Four items of social influence (SI)and 3 items facilitating conditions (FC) were added to the questionnaire
Four items regarding social influence (SI) and 3 items related to facilitating conditions(FC) were also included in the questionnaire The items were verbally adapted from theMobile AR Acceptance Model (MARAM) [28,29] These items were pilot-tested byfour in-service teachers The sample responded using a 5-point Likert scale (1= Totallydisagree to 5= Totally agree) Table2presents the items of the questionnaire
Trang 34Examining Augmented Reality Smart Glasses Acceptance 19
3.3 Procedure
This research was conducted from May to July 2023 Two devices of ARSGs wereused to support the procedure: the Epson Moverio BT–300 and the Magic Leap 1 Thestudy was implemented in two phases - the first remotely and the second in person Thefirst phase was conducted remotely via the Webex platform and lasted 1.5 h In it, apresentation of the theoretical terms of AR, ARSGs, and AR applications and textbookswas given Also, a demonstration of an AR object creation platform (Zapworks) wasgiven so that participants could learn how to augment textbooks themselves Teachersthen created their own AR objects by augmenting a unit from the textbooks they teach.The second phase was implemented in person and lasted 1.5 h In it, the teachersfirst wore the Epson Moverio BT–300 device and were asked to freely navigate throughvarious applications, including the camera and the browser, to familiarize themselveswith their use They then used the same device to project the AR learning resources theyhad created themselves They were then asked to wear Magic Leap 1 and browse freely tobecome familiar with it as well (See Fig.1) They then used three interactive applications
on the Magic Leap 1 device The first application featured animations of three extinctprehistoric animals Participants interacted with the application by placing their hands onthree virtual spheres Each sphere represented one of the extinct animals When a spherewas activated, the animal came to life and moved around, while the participant listened to
a narrative about the animal The second application was artistic in nature, as it allowedusers to create virtual drawings Participants could use the controller to select brushes,colors, and 3D objects to create their drawings The third application concerned the 3D
Fig 1 Teachers interacting with the ARSGs devices.
Trang 35demonstration of the human heart in four different conditions - arterial hypertension,myocardial infarction, normal heart rate, and atrial fibrillation (See Fig 2) Finally,teachers completed the online questionnaire Although teachers wore and interacted withboth devices, they were instructed to answer the questions concerning the acceptance
of ARSGs based on the Magic Leap 1 device This is because it uses a more moderntechnology than that of the Epson Moverio BT–300 device, therefore, they could have
a more comprehensive view of the ARSGs’ affordances
Fig 2 The third application as seen through the Magic Leap 1 device.
3.4 Analysis
The coding and data analysis was conducted using the SPSS (version 26) The reliability
of the 19 items of the questionnaire was examined using Cronbach’s alpha coefficient(see Table1) Then, the mean and standard deviation analysis of the data was performed(see Table2) In order to determine whether significant relationships exist between the sixvariables of the research model, we performed Pearson Correlation (two-tailed) analyses.Finally, to examine the influence of the independent variables of the acceptance model
on the dependent variables, we implemented three linear regression analyses
Trang 36Examining Augmented Reality Smart Glasses Acceptance 21
4 Results
4.1 Internal Consistency and Descriptive Analysis
Table1shows the internal consistency of the six variables in the questionnaire as sured by Cronbach’s alpha The values range from 732 for facilitating conditions to.967 for social influence All variables have values above 0.70, which is considered to
The mean (M) as well as standard deviation (SD) of the six variables and 19 items of
the questionnaire are presented in Table2 The values of the overall mean scores rangefrom 3.67 (social influence) to 4.76 (attitudes) Most of the variables have mean scoresabove 4, which indicates that the teachers in the study had positive attitudes toward thesevariables The mean scores for facilitating conditions and social influence are lower, butthey are still relatively positive More specifically, the teachers had a positive intention
to use ARSGs (M = 4.23, SD = 726), positive attitudes toward using ARSGs (M = 4.76, SD = 446), and positive perceptions regarding ease of use (M = 4.45, SD = 782) and usefulness (M = 4.57, SD = 561) of ARSGs In terms of the facilitating conditions
variable, teachers do not strongly feel that the conditions to facilitate the use ARSGs in
their teaching exist (M = 3.76, SD = 856); namely, they do not have the resources (M = 3.88, SD = 856), knowledge (M = 3.77, SD = 1.093), time (M = 3.65, SD = 1.132) or support from the school (M = 3.76, SD = 1.140) to use them effectively Regarding the
social influence variable, teachers do not feel strong pressure from their peers or other
significant individuals in their lives to use ARSGs in their teaching (M = 3.67, SD =
.1.024)
Trang 37Table 2 Descriptive statistics for the variables of the study.
Variables
I intend to use ARSGs in my future teaching 4.40 733
I predict I will use ARSGs in my future teaching 4.33 786
My interaction with ARSGs is clear and understandable 4.51 728
It is easy for me to become skillful at using ARSGs 4.40 921
Using ARSGs enhances my teaching effectiveness 4.56 603
Using ARSGs increases my teaching productivity 4.54 617
I have the resources (e.g., Internet connection) necessary
to use ARSGs in my teaching
I have the knowledge needed to use ARSGs in my teaching 3.77 1.093
I have the time needed to use ARSGs in my teaching 3.64 1.132
I have the necessary support from my school (e.g.,
headmaster, colleagues) to use ARSGs in my teaching
People who are important to me think that I should use
4.2 Pearson Correlations Analysis
The results of the Pearson correlation in Table3show that there was a positive correlationbetween teachers’ intention to use of ARSGs in their classroom and the other four
variables in the following order: PU (r = +.572), Att (r = +.567), FC (r = +.409),
Trang 38Examining Augmented Reality Smart Glasses Acceptance 23
and SI (r= +.214) Additionally, teachers’ attitude was very positively correlated with
their PU (r = +.662) and PEOU (r = +.661) Table3also shows that the PU of the use
of ARSGs in teaching positively correlated with the PEOU of ARSGs
Table 3 Pearson correlations analysis
Table 4 Regression analysis of the study’s variables on in-service teachers’ intention
Facilitatingconditions (FC)
Social influence(SI)
Trang 39PU of ARSGs and attitude toward their use provided significant contributions The PUwas the most significant predictor of intention.
In the second regression, teachers’ attitude toward the use of ARSGs in their ing was regressed on PU and PEOU Consistent with the TAM, the two latter variablesexplained 52.5% of the variance in teachers’ attitude The PEOU had the strongest influ-ence on attitude In order to investigate the extent to which the PEOU explains teachers’
teach-PU of ARSGs, a third regression analysis was conducted According to the findings inTable4, the independent variable determined 40.8% of the variance of teachers’ PEOU
5 Conclusions, Limitations and Future Research
This study aimed to examine teachers’ intention to use ARSGs in their teaching andidentify the factors affecting this intention by using the TAM, as well as the social influ-ence and facilitating conditions of UTAUT Its results show that teachers have a positiveintention to incorporate ARSGs in their instruction Most specifically, teachers have apositive attitude towards this new technology, and they believe that it easy to use anduseful in their teaching Although the results indicated that there was a positive relation-ship between teachers’ intention to use ARSGs and all variables, those that stand out,according to the regression analysis, are attitude, PU, and PEOU The fact that teach-ers are not strongly influenced by their environment to accept ARSGs is possibly due
to the lack of public knowledge regarding it Also, the fact that facilitating conditions
do not contribute to teachers’ intention to use ARSGs could be explained by the tralized nature (i.e., limited local autonomy, slow decision making, inflexibility) of theeducational system in Greece [31] This means that teachers most often either do notcontrol or do not feel that they can control the conditions that can facilitate their teaching.These results enhance the applicability and predictability of the TAM regarding teachers’acceptance of ARSGs and are in compliance with previous studies on the acceptance ofARSGs [13,14,16] and of mobile AR applications used by teachers [28,29] Moreover,based on this study, it is implied that teachers’ intention to use ARSGs can be enhanced
cen-by improving their perceptions of the usefulness and usability of ARSGs, most likelythrough pedagogical and technological training This is a useful insight for researchers,practitioners, and education policymakers
The results of this study add to the existing research literature on the integration ofARSGs by in-service teachers Its originality relates to two elements Primarily, it is thefirst to utilize a sample of teachers who wore and interacted with two ARSGs devices.Secondly, this interaction occurred after the teachers gained experience in designing anddeveloping their own AR objects However, there are two limitations to this study Thefirst is that the study only used a specific ARSG device - i.e., the Magic Leap 1 - tomeasure teachers’ intention It is possible that using different devices would producedifferent results The second is that the study participants were from one country, whichmeans that conclusions should be drawn with caution
Further research should measure whether other variables related to ARSGs’ dances can enhance the predictability of TAM in the context of education These variablescould be immersion, mobile self-efficacy, perceived enjoyment, and relative advantage[28,29] These affordances could then be used to develop a model of how ARSGs areaccepted by teachers
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