TY - JOUR
T1 - A critical analysis of usability and learning methods on an augmented reality application for zoology education
AU - Iquira-Becerra, Diego
AU - Flores-Conislla, Michael
AU - Carlos-Chullo, Juan Deyby
AU - Sotelo-Castro, Briseida
AU - Payalich-Quispe, Claudia
AU - Corrales-Delgado, Carlo
N1 - Publisher Copyright:
© 2020 ASTES Publishers. All rights reserved.
PY - 2020/4
Y1 - 2020/4
N2 - In recent years, research has been conducted focused on the use of technologies in the classroom, but one of the main problems is to demonstrate that the use of this technology favors learning compared to traditional methods. One of these technologies is augmented reality that allows seeing virtual objects superimposed in the real world, but to achieve its correct use it is necessary to evaluate the usability that is the ease with which an interface is used. In this work we develop and analyze from two perspectives an educational application for zoology that uses augmented reality, a first perspective is usability, where an analysis has been carried out on how the correct design of an augmented reality application should be focusing on heuristic evaluations, the second perspective is at the educational level where we analyze it at the classroom level where we measure the different learning methods (Traditional Learning, Self Learning, and Guided Learning) and which one should be used.
AB - In recent years, research has been conducted focused on the use of technologies in the classroom, but one of the main problems is to demonstrate that the use of this technology favors learning compared to traditional methods. One of these technologies is augmented reality that allows seeing virtual objects superimposed in the real world, but to achieve its correct use it is necessary to evaluate the usability that is the ease with which an interface is used. In this work we develop and analyze from two perspectives an educational application for zoology that uses augmented reality, a first perspective is usability, where an analysis has been carried out on how the correct design of an augmented reality application should be focusing on heuristic evaluations, the second perspective is at the educational level where we analyze it at the classroom level where we measure the different learning methods (Traditional Learning, Self Learning, and Guided Learning) and which one should be used.
KW - Augmented reality
KW - Education
KW - Usability
KW - Zoology
UR - http://www.scopus.com/inward/record.url?scp=85084823266&partnerID=8YFLogxK
U2 - 10.25046/aj050250
DO - 10.25046/aj050250
M3 - Article
AN - SCOPUS:85084823266
SN - 2415-6698
VL - 5
SP - 384
EP - 392
JO - Advances in Science, Technology and Engineering Systems
JF - Advances in Science, Technology and Engineering Systems
IS - 2
ER -