Skip to main content

Roaming Jingliao – The AR Based Learning Assistance for Design Cultural Creation Education

  • Conference paper
  • First Online:
Innovative Technologies and Learning (ICITL 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13449))

Included in the following conference series:

  • 1271 Accesses

Abstract

The study has taken the issue of “AR in education” into consideration in design cultural creation domain. The specialized areas such as AR development and user satisfaction have been taken into account. The purpose is to develop an AR application for helping students to learn local culture while having Field Learning Activities. Roaming Jingliao is a LBS AR to provide local cultural information and attract students to learn in the field course. The study carried out experiments to assess the impact of exploiting AR in learning local culture. The author brought students to discover Jingliao Old Street in Houbi District by using Roaming Jingliao. The participants were asked to take the satisfactory questionnaire and a short interview. Afterwards, they worked in groups to design and produce e-books based on the cultural knowledge they’ve obtained, and further register for an e-book contest. Meanwhile, these works were also assessed by three professional judges for cultural and creative scoring. There were 9 e-books produced in the study and 3 of them earned excellent works award in the contest. It is shown that the participants have a positive attitude and high interests of using Roaming Jingliao to learn local cultures.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Pivec, M., Dziabenko, O., Schinnerl, I.: Aspects of game-based learning. In: Proceedings of I-KNOW 2003, Austria, pp. 216–225 (2003)

    Google Scholar 

  2. Chandel, P., Dutta, D., Tekta, P., Dutta, K., Gupta, V.: Digital game based learning in computer science education. CPUH-Res. J. 1(2), 33–37 (2015)

    Google Scholar 

  3. Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation and learning: a research and practice model. Simul. Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  4. Liu, M., Horto, L., Olmanson, J., Toprac, P.: A study of learning and motivation in a new media enriched environment for middle school science. Educ. Technol. Res. Dev. 59, 249–265 (2011)

    Article  Google Scholar 

  5. Cheng, K.H., Tsai, C.C.: The interaction of child-parent shared reading with an augmented reality (AR) picture book and parents’ conceptions of AR learning. Br. J. Edu. Technol. 47(1), 203–222 (2016). https://doi.org/10.1111/bjet.12228

    Article  Google Scholar 

  6. Chiang, T.H.C., Yang, S.J.H., Hwang, G.J.: An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Educ. Technol. Soc. 17(4), 352–365 (2014)

    Google Scholar 

  7. Hsu, C.-B.: Employing usability evaluation to analyze an affective AR-based interface. National University of Tainan, Master thesis, Tainan City (2010)

    Google Scholar 

  8. Billinghurst, M., Clark, A., Lee, G.: A survey of augmented reality. Found. Trends Hum.-Comput. Interact. 8(2–3), 73–272 (2015)

    Article  Google Scholar 

  9. Amin, D., Govilkar, S.: Comparative study of augmented reality SDK’s. Int. J. Comput. Sci. Appl. 5(1), 11–26 (2015)

    Google Scholar 

  10. Okayama, T.: Future gardening system—smart garden. J. Dev. Sustain. Agric. 9(1), 47–50 (2014)

    Google Scholar 

  11. Chao, J.T., Lei, P., Kevin, R.P.: Campus event app-new exploration for mobile augmented reality. Issues Informing Sci. Inform. Technol. 11, 001–011 (2014)

    Article  Google Scholar 

  12. Vuforia. https://developer.vuforia.com/. Accessed 28 Aug 2021

  13. Gamification and game-based learning. https://uwaterloo.ca/centre-for-teaching-excellence/teaching-resources/teaching-tips/educational-technologies/all/gamification-and-game-based-learning. Accessed 28 Mar 2022

  14. Wu, W.-H., Hsiao, H.-C., Wu, P.-L., Lin, C.-H., Huang, S.-H.: Investigating the learning-theory foundations of game-based learning: a meta-analysis. J. Comput. Assist. Learn. 28(3), 265–279 (2018)

    Article  Google Scholar 

  15. Deci, E.L., Ryan, R.M.: The, “what” and “why” of goal pursuits: human needs and the self-determination of a behavior. Psychol. Inq. 11(4), 227–268 (2000)

    Article  Google Scholar 

  16. Martens, R.L., Gulikers, J., Bastiaens, T.: The impact of intrinsic motivation on e-learning in authentic computer tasks. J. Comput. Assist. Learn. 20, 368–376 (2004)

    Article  Google Scholar 

  17. Erthel, S., Jamet, E.: Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Comput. Educ. 67, 156–167 (2013)

    Article  Google Scholar 

  18. Dalgarno, B.: Interpretations of constructivism and consequences for computer assisted learning. Br. J. Educ. Technol. 32(2), 183–194 (2001)

    Article  Google Scholar 

  19. Nerlich, S.: Computer-assisted learning (CAL) for general and specialist nursing education. Aust. Crit. Care 8(3), 23–27 (1995)

    Article  Google Scholar 

  20. Shafaei, A.: Computer assisted learning: a helpful approach in learning English. Front. Lang. Teach. 3, 108–115 (2012)

    Google Scholar 

  21. Han, Y.: Connecting the past to the future of computer-assisted language learning: theory, practice, and research. Issues Trends Learn. Technol. 8(1), 1–13 (2020)

    Google Scholar 

  22. Kanade, P., Prasad, J.P.: Mobile and location based service using augmented reality: a review. Eur. J. Electr. Eng. Comput. Sci. 5(2), 13–18 (2021)

    Article  Google Scholar 

  23. Brata, K.C., Liang, D.: An effective approach to develop location-based augmented reality information support. Int. J. Electr. Comput. Eng. 9(4), 2088–8708 (2019)

    Google Scholar 

  24. Chang, W.-J.: A design of augmented reality learning system to support college students’ rural experimental learning. J. Liberal Arts Soc. Sci. 13(1), 29–64 (2017)

    Google Scholar 

Download references

Acknowledgement

This work was partially supported by the Ministry of Science and Technology of Taiwan R.O.C., under grant MOST- 110–2635-H-218–003-.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ching-I Cheng .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Cheng, CI., Hsu, WC., Bai, MH. (2022). Roaming Jingliao – The AR Based Learning Assistance for Design Cultural Creation Education. In: Huang, YM., Cheng, SC., Barroso, J., Sandnes, F.E. (eds) Innovative Technologies and Learning. ICITL 2022. Lecture Notes in Computer Science, vol 13449. Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-15273-3_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-15272-6

  • Online ISBN: 978-3-031-15273-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics