skip to main content
research-article

Augmented Reality Supported Learning for Cultural Heritage of Taiwan in On-Site and Off-Site Environments: The Case of a Daxi Old Street

Published: 09 August 2023 Publication History

Abstract

This study aims to explore whether the integration of Augmented Reality (AR) technology used in community-based art education can improve the participants’ learning effectiveness and to compare its effects in two different learning environments (on-site and off-site). A quasi-experimental research design has been conducted to check the effectiveness of integrating AR activities in terms of learners’ effectiveness. The sample for this study includes 40 and 64 participants in on-site and off-site groups, respectively. The on-site group visited the real environment and viewed AR-integrated materials such as posters and rhymes; the off-site group visited the school exhibition and viewed the same materials as the on-site group. The data was obtained through motivation, learning satisfaction, technology acceptance, and learning effectiveness scales designed by the researchers. Descriptive statistics and an independent t-test were utilized for the data analysis. There was a significant difference in learning motivation, learning effectiveness, and learning satisfaction between on-site and off-site groups; however, there was no significant difference in the mean of technology acceptance. This study finds that the use of AR digital materials facilitated the visitors’ experience of cultural heritage and improved participants learning effectiveness, and particularly learning satisfaction and learning motivation, more so in the on-site experience than in the off-site experience. Results also revealed that there was a significant difference in gender and age toward learning motivation and learning effectiveness. With respect to participants with different artistic and educational backgrounds, the results showed no significant differences in learning motivation, learning effectiveness, learning satisfaction, and technology acceptance. Finally, recommendations for future practices and research are discussed.

References

[1]
A. M. Cox-Petersen, D. D. Marsh, J. Kisiel, and L. M. Melber. 2003. Investigation of guided school tours, student learning, and science reform recommendations at a museum of natural history. Journal of Research in Science Teaching 40 (2003), 200–218.
[2]
E. Hooper-Greenhill. 2007. Museums and Education: Purpose, Pedagogy, Performance. Routledge, London.
[3]
S. A. Hughes. 2019. Museum and Gallery Publishing: From Theory to Case Study. Taylor & Francis.
[4]
E. Hornecker and M. Stifter. 2006. Learning from interactive museum installations about interaction design for public settings. In Proceedings of the 18th Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts, and Environments. ACM, New York, NY, 135–142.
[5]
M. S. Horn, B. C. Phillips, E. M. Evans, F. Block, J. Diamond, and C. Shen. 2016. Visualizing biological data in museums: Visitor learning with an interactive tree of life exhibit. Journal of Research in Science Teaching 53 (2016), 895–918.
[6]
L. A. Parsons. 1956. Systematic testing of display techniques for an anthropological exhibit. Curator 8 (1956), 167–189.
[7]
C. Boletsis and D. Chasanidou. 2018. Audio augmented reality in public transport for exploring tourist sites. In Proceedings of the 10th Nordic Conference on Human-Computer Interaction. ACM, New York, NY, 721–725.
[8]
K. Jung, V. T. Nguyen, D. Piscarac, and S. C. Yoo. 2020. Meet the virtual Jeju Dol Harubang—The mixed VR/AR application for cultural immersion in Korea's main heritage. ISPRS International Journal of Geo-Information 9, 6 (2020), 367.
[9]
R. Hammady, M. Ma, C. Strathern, and M. Mohamad. 2020. Design and development of a spatial mixed reality touring guide to the Egyptian museum. Multimedia Tools and Applications 79 (2020), 3465–3494.
[10]
C. Z. Y. Yin, T. Jung, M. C. T. Dieck, and M. Y. Lee. 2021. Mobile augmented reality heritage applications: Meeting the needs of heritage tourists. Sustainability 13 (2021), 2523.
[11]
L. Villarejo, F. González, O. Miralbell, and J. M. Gomis. 2014. Introducing augmented reality in cultural heritage studies. eLC Research Paper Series 8 (2014), 6–14.
[12]
T. Miyashita, P. Meier, T. Tachikawa, S. Orlic, T. Eble, V. Scholz, A. Gapel, O. Gerl, S. Arnaudov, and S. Lieberknecht. 2008. An augmented reality museum guide. In Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality. IEEE, Los Alamitos, CA, 103–106.
[13]
K. J. Elinich. 2011. Augmented Hands-On: An Evaluation of the Impact of Augmented Reality Technology on Informal Science Learning Behavior. Ph.D. Dissertation. Pepperdine University.
[14]
A. B. Tillon, I. Marchal, and P. Houlier. 2011. Mobile augmented reality in the museum: Can a lace-like technology take you closer to works of art? In Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality: Arts, Media, and Humanities. 41–47.
[15]
H. Kim, T. Matuszka, J.-I. Kim, J. Kim, and W. Woo. 2017. Ontology-based mobile augmented reality in cultural heritage sites: Information modeling and user study. Multimedia Tools and Applications 76 (2017), 26001–26029.
[16]
C. Panou, L. Ragia, D. Dimelli, and K. Mania. 2018. An architecture for mobile outdoors augmented reality for cultural heritage. ISPRS International Journal of Geo-Information 7 (2018), 463.
[17]
S. Blanco-Pons, B. Carrión-Ruiz, J. Luis Lerma, and V. Villaverde. 2019. Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain). Journal of Cultural Heritage 39 (2019), 177–185.
[18]
A. Z. Fanani, K. Hastuti, A. M. Syarif, and P. W. Harsanto. 2021. Challenges in developing virtual reality, augmented reality and mixed-reality applications: Case studies on a 3D-based tangible cultural heritage conservation. International Journal of Advanced Computer Science and Applications 12 (2021), 219–227.
[19]
E. Litvak and T. Kuflik. 2020. Enhancing cultural heritage outdoor experience with augmented-reality smart glasses. Personal and Ubiquitous Computing 24 (2020), 873–886.
[20]
J. Egger and T. Masood. 2020. Augmented reality in support of intelligent manufacturing—A systematic literature review. Computers & Industrial Engineering 140 (2020), 106195.
[21]
A. Pecci and I. Campanile. 2020. “The Chiesa della Madonna dei Mali (Ferrandina, Italy) in VR”: Virtual reality for inaccessible cultural heritage in peripheral areas. IOP Conference Series: Materials Science and Engineering 949 (2020), 012080.
[22]
M. Škare, D. R. Soriano, and M. Porada-Rochoń. 2021. Impact of COVID-19 on the travel and tourism industry. Technological Forecasting and Social Change 163 (2021), 120469.
[23]
A. Gombault, O. Allal-Chérif, and A. Décamps. 2016. ICT adoption in heritage organizations: Crossing the chasm. Journal of Business Research 69 (2016), 5135–5140.
[24]
M. Á. López-Cabarcos, D. Ribeiro-Soriano, and J. Piñeiro-Chousa. 2020. All that glitters is not gold. The rise of gaming in the COVID-19 pandemic. Journal of Innovation & Knowledge 5 (2020), 289–296.
[25]
B.-K. Seo, K. Kim, and J.-I. Park. 2011. Augmented reality-based on-site tour guide: A study in Gyeongbokgung. In Computer Vision—ACCV 2010 Workshops. Lecture Notes in Computer Science, Vol. 6469. Springer, 276–285.
[26]
T.-L. Huang and B. S. C. Liu. 2021. Augmented reality is human-like: How the humanizing experience inspires destination brand love. Technological Forecasting and Social Change 170 (2021), 120853.
[27]
Y.-C. Chien, Y.-N. Su, T.-T. Wu, and Y.-M. Huang. 2019. Enhancing students’ botanical learning by using augmented reality. Universal Access in the Information Society 18 (2019), 231–241.
[28]
N. Desai. 2018. Recreation of history using augmented reality. ACCENTS Transactions on Image Processing and Computer Vision 4 (2018), 1–5.
[29]
H. Nakasugi and Y. Yamauchi. 2002. Past viewer: Development of wearable learning system for history education. In Proceedings of the International Conference on Computers in Education. 1311–1312.
[30]
T. Y. Hsu and H. Y. Liang. 2017. A cyclical learning model to promote children's online and on-site museum learning. Electronic Library 35, 2 (2017), 333–347.
[31]
J. Qian, J. Cheng, Y. Zeng, and D. W. Tjondronegoro. 2021. Design and implementation of museum educational content based on mobile augmented reality. Computer Systems Science and Engineering 36 (2021), 157–173.
[32]
T. H. C. Chiang, S. J. H. Yang, and G. J. Hwang. 2014. An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Educational Technology & Society 17, (2014), 352–365.
[33]
L. Bedford. 2001. Storytelling: The real work of museums. Curator: The Museum Journal 44 (2001), 27–34.
[34]
R. K. Sungkur, A. Panchoo, and N. K. Bhoyroo. 2016. Augmented reality, the future of contextual mobile learning. Interactive Technology and Smart Education 13 (2016), 123–146.
[35]
L. Andre, T. Durksen, and M. L. Volman. 2017. Museums as avenues of learning for children: A decade of research. Learning Environments Research 20 (2017), 47–76.
[36]
Z. Yovcheva, D. Buhalis, C. Gatzidis, and C. P. J. M. van Elzakker. 2014. Empirical evaluation of smartphone augmented reality browsers in an urban tourism destination context. International Journal of Mobile Human Computer Interaction 6, 2 (2014), 10–31.
[37]
R. Yung and C. Khoo-Lattimore. 2019. New realities: A systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism 22 (2019), 2056–2081.
[38]
N. Chung, H. Lee, J. Y. Kim, and C. Koo. 2018. The role of augmented reality for experience-influenced environments: The case of cultural heritage tourism in Korea. Journal of Travel Research 57 (2018), 627–643.
[39]
D.-I. Han, M. C. tom Dieck, and T. Jung. 2018. User experience model for augmented reality applications in urban heritage tourism. Journal of Heritage Tourism 13 (2018), 46–61.
[40]
M. Trunfio, M. D. Lucia, S. Campana, and A. Magnelli. 2022. Innovating the cultural heritage museum service model through virtual reality and augmented reality: The effects on the overall visitor experience and satisfaction. Journal of Heritage Tourism 17 (2022), 1–19.
[41]
I. P. Tussyadiah, T. H. Jung, and M. C. T. Dieck. 2018. Embodiment of wearable augmented reality technology in tourism experiences. Journal of Travel Research 57 (2018), 597–611.
[42]
K. E. Chang, C. T. Chang, H. T. Hou, Y. T. Sung, H. L. Chao, and C. M. Lee. 2014. Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education 71 (2014), 185–197.
[43]
P. H. E. Liu and M. K. Tsai. 2013. Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology 44 (2013), E1–E4.
[44]
E. Bostanci, N. Kanwal, and A. F. Clark. 2015. Augmented reality applications for cultural heritage using Kinect. Human-Centric Computing and Information Sciences 5 (2015), 20.
[45]
S. J. ElShafie. 2015. Ultimate Dinosaurs: Giants of Gondwana. Royal Ontario Museum traveling exhibit. Journal of Vertebrate Paleontology 35 (2015), e943401.
[46]
E. Solak and R. Cakir. 2015. Exploring the effect of materials designed with augmented reality on language learners’ vocabulary learning. Journal of Educators Online 12 (2015), 50–72.
[47]
R.-C. Chang and L.-Y. Chung. 2018. Integrating augmented reality technology into subject teaching: The implementation of an elementary science curriculum. In Frontier Computing. Lecture Notes in Electrical Engineering, Vol. 422. Springer, 187–195.
[48]
V. Gopalan, A. N. Zulkifli, and J. A. A. Bakar. 2016. A study of students’ motivation using the augmented reality science textbook. AIP Conference Proceedings 1761 (2016), 020040.
[49]
R. Mendoza-Garrido, A. Cabarcas-Álvarez, J. J. Puello-Beltran, R. Fabregat-Gesa, and S. M. Baldiris-Navarro. 2021. Heritage education experience supported in augmented reality. Revista Facultad de Ingeniería Universidad de Antioquia 99 (2021), 52–62.
[50]
M. Kesim and Y. Ozarslan. 2012. Augmented reality in education: Current technologies and the potential for education. Procedia - Social and Behavioral Sciences 47 (2012), 297–302.
[51]
F. Abdullah, M. H. B. Kassim, and A. N. Z. Sanusi. 2017. Go virtual: Exploring augmented reality application in representation of steel architectural construction for the enhancement of architecture education. Advanced Science Letters 23 (2017), 804–808.
[52]
N. van Kleef, J. Noltes, and S. van der Spoel. 2010. Success factors for augmented reality business models. In Study Tour Pixel 2010. University of Twente, Twente, 1–36.
[53]
A. C. Haugstvedt and J. Krogstie. 2012. Mobile augmented reality for cultural heritage: A technology acceptance study. In Proceedings of the 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR’12). 247–255.
[54]
T. Khan, K. Johnston, and J. Ophoff. 2019. The impact of an augmented reality application on learning motivation of students. Advances in Human-Computer Interaction (2019) 7208494.
[55]
A. Lu, C. S. K. Wong, R. Y. H. Cheung, and T. S. W. Im. 2021. Supporting flipped and gamified learning with augmented reality in higher education. Frontiers in Education 6 (2021), 623745.
[56]
H.-K. Wu, S. W.-Y. Lee, H.-Y. Chang, and J.-C. Liang. 2013. Current status, opportunities and challenges of augmented reality in education. Computers & Education 62 (2013), 41–49.
[57]
M. Akçayır and G. Akçayır. 2017. Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review 20 (2017), 1–11.
[58]
Y. Kuang and X. Bai. 2019. The feasibility study of augmented reality technology in early childhood education. In Proceedings of the 2019 14th International Conference on Computer Science and Education (ICCSE’19). 172–175.
[59]
C. C. Lin and H. S. Hsiao. 2011. The effects of multimedia annotations via PDA on EFL learners’ vocabulary learning. In Proceedings of the 19th International Conference on Computers in Education (ICCE’11). 579–586.
[60]
A. M. Calle-Bustos, M. C. Juan, I. García-García, and F. Abad. 2017. An augmented reality game to support therapeutic education for children with diabetes. PLoS One 12 (2017), e0184645.
[61]
N. Pellas, P. Fotaris, I. Kazanidis, and D. Wells. 2019. Augmenting the learning experience in primary and secondary school education: A systematic review of recent trends in augmented reality game-based learning. Virtual Reality 23 (2019), 329–346.
[62]
A. Scavarelli, A. Arya, and R. J. Teather. 2021. Virtual reality and augmented reality in social learning spaces: A literature review. Virtual Reality 25 (2021), 257–277.
[63]
E. Rosenbaum, E. Klopfer, and J. Perry. 2007. On location learning: Authentic applied science with networked augmented realities. Journal of Science Education and Technology 16 (2007), 31–45.
[64]
R. Önder. 2017. Eğitimde artırılmış gerçeklik uygulamaları: Aurasma ve color mix. Retrieved from https://docplayer.biz.tr/105856887-Egitimde-artirilmis-gerceklik-uygulamalari-aurasma-ve-color-mix.html.
[65]
S. Yoon, E. Anderson, J. Lin, and K. Elinich. 2017. How augmented reality enables conceptual understanding of challenging science content. Journal of Educational Technology & Society 20 (2017), 156–168.
[66]
F. Liarokapis, A. Voulodimos, N. Doulamis, and A. Doulamis. 2020. Visual Computing for Cultural Heritage. Springer International Publishing, Cham, Switzerland.
[67]
H. Schnädelbach, B. Koleva, M. Flintham, M. Fraser, S. Izadi, P. Chandler, M. Foster, S. Benford, C. Greenhalgh, and T. Rodden. 2002. The augurscope: A mixed reality interface for outdoors. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, New York, NY, 9–16.
[68]
C. D. Kounavis, A. E. Kasimati, and E. D. Zamani. 2012. Enhancing the tourism experience through mobile augmented reality: Challenges and prospects. International Journal of Engineering Business Management 4 (2012), 10.
[69]
V. Vlahakis, M. Ioannidis, J. Karigiannis, M. Tsotros, M. Gounaris, D. Stricker, T. Gleue, P. Daehne, and L. Almeida. 2002. Archeoguide: An augmented reality guide for archaeological sites. IEEE Computer Graphics and Applications 22 (2002), 52–60.
[70]
M. Billinghurst and A. Duenser. 2012. Augmented reality in the classroom. Computer 45 (2012), 56–63.
[71]
J. M. Harley, S. P. Lajoie, T. Tressel, and A. Jarrell. 2020. Fostering positive emotions and history knowledge with location-based augmented reality and tour-guide prompts. Learning and Instruction 70 (2020), 101163.
[72]
U. Spierling, P. Winzer, and E. Massarczyk. 2017. Experiencing the presence of historical stories with location-based augmented reality. In Interactive Storytelling. Lecture Notes in Computer Science, Vol. 10690. Springer, 49–62.
[73]
A. Kajos and E. Banyai. 2012. Beyond reality—The possibilities of augmented reality in cultural and heritage tourism. In Proceedings of the 2nd International Tourism and Sport Management Conference.
[74]
G. Murru, M. Fratarcangeli, and T. Empler. 2013. Practical augmented visualization on handheld devices for cultural heritage. In Proceedings of the 21st International Conference in Central Europe on Computer Graphics, Visualization, and Computer Vision (WSCG’13). 97–103.
[75]
S. A. Yoon, K. Elinich, J. Wang, C. Steinmeier, and S. Tucker. 2012. Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning 7 (2012), 519–541.
[76]
I. Radu. 2014. Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing 18 (2014), 1533–1543.
[77]
S. Bitgood. 2009. Museum fatigue: A critical review. Visitor Studies 12 (2009), 93–111.
[78]
F. D. Davis. 1989. Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly 13 (1989), 319–340.
[79]
C.-S. Ong, M.-Y. Day, and W.-L. Hsu. 2009. The measurement of user satisfaction with question answering systems. Information & Management 46 (2009), 397–403.
[80]
K.-H. Chao, K.-E. Chang, C.-H. Lan, L. Kinshuk, and Y.-T. Sung. 2016. Integration of mobile AR technology in performance assessment. Educational Technology & Society 19 (2016), 239–251.
[81]
C.-Y. Tseng, Y. Shu, T.-C. Huang, W.-C. Hsu, and P.-L. Chien. 2021. Integration of mixed reality in teaching and learning effectiveness: A systematic literature review of the analyses. In Innovative Technologies and Learning. Lecture Notes in Computer Science, Vol. 13117. Springer, 85–94.
[82]
I. Wohlgenannt, A. SimonsFollow, and S. Stieglitz. 2020. Virtual reality. Business & Information Systems Engineering 62 (2020), 455–461.

Cited By

View all
  • (2024)Mobile AR Interaction Design Patterns for Storytelling in Cultural Heritage: A Systematic ReviewMultimodal Technologies and Interaction10.3390/mti80600528:6(52)Online publication date: 17-Jun-2024
  • (2024)An empirical study of virtual museum based on dual-mode mixed visualization: the Sanxingdui bronzesHeritage Science10.1186/s40494-024-01241-112:1Online publication date: 7-May-2024
  • (2024)Nostalgic tourists acquiring resilience and emotional solidarity through self-congruity and functional congruityJournal of Vacation Marketing10.1177/13567667241248964Online publication date: 30-Apr-2024
  • Show More Cited By

Index Terms

  1. Augmented Reality Supported Learning for Cultural Heritage of Taiwan in On-Site and Off-Site Environments: The Case of a Daxi Old Street

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image Journal on Computing and Cultural Heritage
      Journal on Computing and Cultural Heritage   Volume 16, Issue 3
      September 2023
      468 pages
      ISSN:1556-4673
      EISSN:1556-4711
      DOI:10.1145/3615350
      Issue’s Table of Contents

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 09 August 2023
      Online AM: 28 March 2023
      Accepted: 27 January 2023
      Revised: 30 December 2022
      Received: 30 August 2022
      Published in JOCCH Volume 16, Issue 3

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. AR technology
      2. learning environments
      3. learning motivation
      4. learning effectiveness

      Qualifiers

      • Research-article

      Funding Sources

      • Ministry of Science and Technology Taiwan

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)296
      • Downloads (Last 6 weeks)41
      Reflects downloads up to 23 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)Mobile AR Interaction Design Patterns for Storytelling in Cultural Heritage: A Systematic ReviewMultimodal Technologies and Interaction10.3390/mti80600528:6(52)Online publication date: 17-Jun-2024
      • (2024)An empirical study of virtual museum based on dual-mode mixed visualization: the Sanxingdui bronzesHeritage Science10.1186/s40494-024-01241-112:1Online publication date: 7-May-2024
      • (2024)Nostalgic tourists acquiring resilience and emotional solidarity through self-congruity and functional congruityJournal of Vacation Marketing10.1177/13567667241248964Online publication date: 30-Apr-2024
      • (2024)HeritageSite AR: Design and Evaluation of a Mobile Augmented Reality Exploration Game for a Chinese Heritage SiteJournal on Computing and Cultural Heritage 10.1145/370088117:4(1-29)Online publication date: 16-Oct-2024
      • (2024)Augmented Reality Book Design for Teaching and Learning Architectural Heritage: Educational Heritage in Hong Kong Central and Western DistrictJournal on Computing and Cultural Heritage 10.1145/365562817:4(1-15)Online publication date: 29-Mar-2024

      View Options

      Login options

      Full Access

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Full Text

      View this article in Full Text.

      Full Text

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media