Skip to main content

A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games

  • Conference paper
  • First Online:
Book cover Emerging Technologies for Education (SETE 2017)

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.

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 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
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

References

  1. Asai, K., Kobayashi, H., Kondo, T.: Augmented instructions-a fusion of augmented reality and printed learning materials. In: 5th IEEE International Conference on Advanced Learning Technologies, ICALT 2005, pp. 213–215. IEEE, July 2005

    Google Scholar 

  2. Bakeman, R., Gottman, J.M.: Observing Interaction: An Introduction to Sequential Analysis. Cambridge University Press, Cambridge (1997)

    Book  Google Scholar 

  3. Braghirolli, L.F., Ribeiro, J.L.D., Weise, A.D., Pizzolato, M.: Benefits of educational games as an introductory activity in industrial engineering education. Comput. Hum. Behav. 58, 315–324 (2016)

    Article  Google Scholar 

  4. Brooke, J.: SUS-A quick and dirty usability scale. Usabil. Eval. Ind. 189(194), 4–7 (1996)

    Google Scholar 

  5. Chin, J.P., Diehl, V.A., Norman, K.L.: Development of an instrument measuring user satisfaction of the human-computer interface. In: Proceedings of SIGCHI Conference on Human Factors in Computing Systems, pp. 213–218. ACM (1988)

    Google Scholar 

  6. Clarke, J.: Cognitive style and computer-assisted learning: problems and a possible solution1. Assoc. Learn. Technol. J. 1(1), 47–59 (1993)

    Article  Google Scholar 

  7. Dickey, M.D.: Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educ. Tech. Res. Dev. 55(3), 253–273 (2007)

    Article  Google Scholar 

  8. Dorji, U., Panjaburee, P., Srisawasdi, N.: A learning cycle approach to developing educational computer game for improving students’ learning and awareness in electric energy consumption and conservation. Educ. Technol. Soc. 18(1), 91–105 (2015)

    Google Scholar 

  9. Ford, N.: Learning styles and strategies of postgraduate students. Br. J. Educ. Technol. 16(1), 65–77 (1985)

    Article  Google Scholar 

  10. Ford, N., Chen, S.Y.: Individual differences, hypermedia navigation and learning: an empirical study. J. Educ. Multimedia Hypermedia 9(4), 281–312 (2000)

    Google Scholar 

  11. Ford, N., Chen, S.Y.: Matching/mismatching revisited: an empirical study of learning and teaching styles. Br. J. Educ. Technol. 32(1), 5–22 (2001)

    Article  Google Scholar 

  12. Hou, H.T., Chang, K.E., Sung, Y.T.: Analysis of problem-solving based online asynchronous discussion pattern. Educ. Technol. Soc. 11(1), 17–28 (2008)

    Google Scholar 

  13. Ke, F.: A qualitative meta-analysis of computer games as learning tools. In: Handbook of Research on Effective Electronic Gaming in Education, vol. 1, pp. 1–32 (2009)

    Google Scholar 

  14. Kebritchi, M., Hirumi, A., Bai, H.: The effects of modern math computer games on learners’ math achievement and math course motivation in a public high school setting. Br. J. Educ. Technol. 38(2), 49–259 (2008)

    Google Scholar 

  15. Mampadi, F., Chen, S.Y., Ghinea, G., Chen, M.-P.: Design of adaptive hypermedia learning systems: a cognitive style approach. Comput. Educ. 56(4), 1003–1011 (2011)

    Article  Google Scholar 

  16. Messick, S.: Individuality in Learning, pp. 4–23. Jossey-Bass, San Francisco (1976)

    Google Scholar 

  17. Papastergiou, M.: Digital GBL in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52(1), 1–12 (2009)

    Article  Google Scholar 

  18. Pask, G.: Styles and strategies of learning. Br. J. Educ. Psychol. 46(2), 128–148 (1976)

    Article  Google Scholar 

  19. Saracho, O.N.: Research directions for cognitive style and education. Int. J. Educ. Res. 29, 287–290 (1998)

    Article  Google Scholar 

  20. Wu, W.H., Chiou, W.B., Kao, H.Y., Hu, C.H.A., Huang, S.H.: Re-exploring game-assisted learning research: the perspective of learning theoretical bases. Comput. Educ. 59(4), 1153–1161 (2012)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Meng-Chun Tsai .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

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

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-71084-6_42

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-71083-9

  • Online ISBN: 978-3-319-71084-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics