TY - JOUR
T1 - Students’ Learning Experience in a Mixed Reality Environment
T2 - Drivers and Barriers
AU - John, Blooma
AU - Kurian, Jayan Chirayath
AU - Fitzgerald, Robert
AU - Goh, Dion Hoe Lian
PY - 2022/1/27
Y1 - 2022/1/27
N2 - Mixed reality technologies have the potential to provide students with an effective learning experience by bridging the gap between digital and physical world. Mixed reality enables the user to see their real-world surroundings with virtual features overlayed on top to create a digitally enhanced experience. As we strategically move towards large-scale integration of mixed reality technologies to maximize the learning affordances in the future, there is a need to understand the drivers of and barriers to students’ learning in a mixed reality environment. We present in this paper a multi-site case study to evaluate the feedback from 223 students on their learning experiences after using Microsoft HoloLens, a mixed reality device, in their classroom. While we found that interactivity, immersion, and presence are the main drivers, the key barriers identified were difficulty using the device, accessibility issues, and the lack of flexibility. Affordances and fatigue are the two themes that evolved in this study. We recommend three design principles that will contribute towards designing mixed reality technologies to effectively build new embodied learning environments.
AB - Mixed reality technologies have the potential to provide students with an effective learning experience by bridging the gap between digital and physical world. Mixed reality enables the user to see their real-world surroundings with virtual features overlayed on top to create a digitally enhanced experience. As we strategically move towards large-scale integration of mixed reality technologies to maximize the learning affordances in the future, there is a need to understand the drivers of and barriers to students’ learning in a mixed reality environment. We present in this paper a multi-site case study to evaluate the feedback from 223 students on their learning experiences after using Microsoft HoloLens, a mixed reality device, in their classroom. While we found that interactivity, immersion, and presence are the main drivers, the key barriers identified were difficulty using the device, accessibility issues, and the lack of flexibility. Affordances and fatigue are the two themes that evolved in this study. We recommend three design principles that will contribute towards designing mixed reality technologies to effectively build new embodied learning environments.
KW - Design Science Research
KW - Mixed reality
KW - Flow theory
KW - hololens
UR - https://aisel.aisnet.org/cais/
M3 - Article
SN - 1529-3181
SP - 556
EP - 581
JO - Communications of the Association for Information Systems
JF - Communications of the Association for Information Systems
ER -