Abstract
The study aims at designing an augmented reality interaction game to realize its usability, user interaction satisfaction, and the behavioral differences among users with different cognitive styles. The research tools used here are Study Preference Questionnaire (SPQ), Questionnaire for User Interaction Satisfaction (QUIS), System Usability Scale (SUS), and Sequence Analysis. The research subjects are 52 seventh graders of some junior high. Research has found that, both the 17 students categorized as with Holist Cognitive Style, and the 35 with Serialist Cognitive Style have high, positive usability and interaction satisfaction with our system. In terms of behavior, the serialist testees operate and familiarize themselves with the system first before another problem comes. In the state where written words are used as a means of communication, many learners answer correspondingly as they observe the way this system has given them feedback. The holist cognitive testees ask and operate simultaneously. Most testees, however, deliberately give wrong answers to observe how the system gives feedback.
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Tsai, MC., Lin, HCK. (2017). A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games. In: Huang, TC., Lau, R., Huang, YM., Spaniol, M., Yuen, CH. (eds) Emerging Technologies for Education. SETE 2017. Lecture Notes in Computer Science(), vol 10676. Springer, Cham. https://doi.org/10.1007/978-3-319-71084-6_42
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