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Evaluating the Use of Pedagogical Virtual Machine with Augmented Reality to Support Learning Embedded Computing Activity

Published: 18 February 2017 Publication History

Abstract

Embedded computing is often considered as a hidden technology where learners can require more assistance to inspect processes and activities hidden within the technologies, making use of debugging, monitoring, and visual tools. To the student, this kind of technology often has abstract behaviours where the only information/things people can see is the final action, and they do not know how the internal processes work and communicate inside the embedded computing device to achieve the desired result. Augmented reality (AR) can overcome this issue and produce a magic-lens view for revealing hidden embedded computing activities. This can result in learners achieving a better level of knowledge and awareness of the technology, as well as higher learning outcomes. AR on its own will not improve the learning processes without first considering how to manage and represent the hidden information. Therefore, a pedagogical virtual machine (PVM) model was employed, and to evaluate the learning effectiveness of the proposed model. We conducted an experiment based on a problem-solving educational mobile robot task. Twenty students participated in the experimental (AR approach) and control (conventional approach) group. The result showed that the augmented reality approach was more effective in increasing students' computational thinking and learning outcomes. In addition, the augmented reality approach reduced both time completion and debugging times.

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cover image ACM Other conferences
ICCAE '17: Proceedings of the 9th International Conference on Computer and Automation Engineering
February 2017
365 pages
ISBN:9781450348096
DOI:10.1145/3057039
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Macquarie U., Austarlia

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Published: 18 February 2017

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Author Tags

  1. Augmented Reality
  2. Embedded Computing
  3. Learning Object
  4. Learning and Teaching
  5. Mixed Reality
  6. Pedagogical Virtual Machine
  7. Real-Time Feedback
  8. Robot

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  • Refereed limited

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  • (2024)Decoding Debugging Instruction: A Systematic Literature Review of Debugging InterventionsACM Transactions on Computing Education10.1145/369065224:4(1-44)Online publication date: 15-Nov-2024
  • (2024)A collaborative AR application for education: from architecture design to user evaluationVirtual Reality10.1007/s10055-024-00952-x28:1Online publication date: 13-Feb-2024
  • (2022)Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic InterfacesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517719(1-33)Online publication date: 29-Apr-2022
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  • (2020)Analysis of The Motivational Effect of Gamified Augmented Reality Apps for Learning GeometryProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441034(65-77)Online publication date: 2-Dec-2020
  • (2020)Computational Thinking Interventions in Higher EducationProceedings of the 20th Koli Calling International Conference on Computing Education Research10.1145/3428029.3428055(1-10)Online publication date: 19-Nov-2020
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  • (2019)Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3DHuman-Computer Interaction – INTERACT 201910.1007/978-3-030-29390-1_20(364-385)Online publication date: 23-Aug-2019

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