Background: Previous studies on augmented reality‐enriched learning and training indicated conflicting results regarding the cognitive load involved: some authors report that AR can reduce cognitive load, others have shown that AR is perceived as cognitively demanding and can lead to poorer performance.Objectives: The aim of this study is to systematically analyse previous research on AR and cognitive load, including performance, and thus to be able to contribute to answering the question of the impact of AR on cognitive load when used in learning environments.Methods: This study applied the systematic review method. A total of 58 studies were identified and analysed using rigorously defined inclusion and exclusion criteria. The results are now reported as a synthesis.Results and Conclusions: Compared to other technologies, AR seems to be less cognitively demanding and also leads to higher performance. However, these results are based on media comparison studies that have been criticized for years. The spatial AR type is better compared to see‐through AR. However, the latter can be improved by visual cues and the addition of learning activities, such as value‐added studies have revealed.Major takeaways: The essential findings of this study are that the technology used, for example, AR glasses, can unnecessarily increase cognitive load and that still many studies focus on the comparison of AR with more traditional media. Less studies applied alternative research designs, for example, value‐added comparisons. However, such designs are better suited to investigate design principles for AR‐enriched learning environments, which can then in turn reduce cognitive load as well as positively affect performance.
Previous studies on Virtual Reality (VR)-enriched learning pointed out the advantages of immersive learning for the development of competencies. In the context of vocational education in vehicle painting, training opportunities are severely limited for many reasons. VR can be utilized to develop a comprehensive learning environment with authentic training tasks. Besides the need to train psychomotor skills, vehicle painting procedures are complex tasks requiring incremental training to develop knowledge, skills, and attitudes.This study aims to evaluate a VR training application for vehicle painting, focusing on the development of professional competencies regarding skills, knowledge, and attitudes.47 apprentices participated in the evaluation study. A VR-simulated painting booth was developed based on the 4 C/ID model by van Merriënboer, where they dealt with typical painting jobs on 3D workpieces (e.g., car wings, engine hood).Within the descriptive-inferential study, no significant differences between the types of competencies were revealed. The training application supports the acquisition of skills, knowledge, and attitudes equally. Further results regarding usability, cognitive load, etc., are promising.The essential finding of this study is that the VR training application is generally suitable for supporting craftsmanship within the field of vehicle painting. Since training opportunities for apprentices in this context are often rare, VR offers a unique solution especially for skills training if it follows a proven instructional model for the development of competencies.
During the pandemic, educational technologies have become an essential tool to provide education at a distance. The paper outlines basic assumptions of research on the effects of the pandemic on education and points out methodological flaws when these effects are directly related to the pandemic or to effects of educational technology on learning. Studies cannot be easily aggregated and must consider the institutional, national and cultural conditions of how the educational system reacted to the pandemic. The article discusses how the experiences during the pandemic will shape the future discussion of education after the pandemic. With regard to the use of digital technology, the future seems widely open and will largely depend on the interpretation and re-construction of these experiences during the pandemic by the actors in the field. Two contradictory visions for the role of educational technology in education after the pandemic seem possible: a pre- vs. post-digital view that imply fundamentally different perspectives for the future of education. A pre-digital re-construction implies a return “back to normal”, whereas a post-digital view tries to utilize the experiences of the pandemic for a consequential reform of education.
6 May 2021 in Education and Information Technologies
Do generative learning strategies influence the motivational and affective factors of learning with augmented reality? This article explores this highly topical new question in the field of research on educational technology and reports the results of a value-added study that compares two mobile AR learning environments with or without additional learning strategies. A total of 56 primary school students participated and learned with augmented reality (AR) learning materials either in an experimental group or a control group. The experimental group learned with AR and additional learning strategies based on generative learning theory, namely, self-explanation and self-testing. The control group learned only with AR. It was investigated whether the addition of learning strategies would lead to a reduction in positive attitudes towards AR as a learning technology. The experimental group of students showed overall positive attitudes towards AR as a learning technology at approximately the same level as the control group. However, significant differences were found for the skepticism subscale, indicating that learners who learned with both AR and learning strategies were more skeptical about AR as a learning technology than those who learned only with AR. Gender differences were also found for the accessibility subscale, with male participants considering the AR technology to be easier to access outside of the classroom too. The impact of these results on theory and practice as well as further research directions is discussed.
15 March 2022 in Research and Practice in Technology Enhanced Learning
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex, problem-based learning environments that can overwhelm learners and thus hinder the acquisition of knowledge and skills. According to cognitive load theory, preparing learners with explicit instruction before problem-solving activities can overcome this problem leading to better learning. However, in the productive failure paradigm problem-solving before explicit instruction is seen as more effective, especially when it comes to the application of newly acquired knowledge to solve novel problems. Based on these two theories, we conducted an experiment and found that playing the developed digital escape room game after explicit instruction was more effective for knowledge retention and domain-specific self-efficacy with at the same time lower cognitive load. However, we found no differences regarding the application of knowledge as both groups scored equally high on transfer tasks. The result is discussed considering previous productive failure studies mostly conducted in the science and engineering domain. In sum, the instruction first approach proved to be effective for both knowledge acquisition and knowledge application, leading to higher domain-specific self-efficacy and lower cognitive load. Therefore, we conclude that the implementation of escape room games after instruction is an effective instructional approach and better suited to promote learning than playing escape room games before instruction.