Abstract

This paper presents a review of user expectation towards Augmented Reality (AR) and the acceptance of AR for technology-enhanced teaching and learning. Augmented Reality is a technology that superimposes a computer-generated image over a user’s view of the real world, thus providing a composite view. This technology has been used in many fields such as marketing, military, entertainment and many other sectors. Studies have found that AR technology can enhance teaching and learning, however more research still needs to be conducted about the acceptance of AR as a learning tool and what users in education expect from the technology. An understanding of the user expectation is one of the key foundations towards establishing better-designed AR systems and applications that will result in more acceptance of this technology. To help with this, this paper reviews previous research on user expectations of AR in education and its acceptance.

Highlights

  • Having been studied for over four decades, Augmented Reality technology has been involved in the innovation and enhancement of many sectors

  • Integrating Augmented Reality (AR) in education may lead to a brighter future for the educational sector

  • This review has identified a few factors that may influence the acceptance of AR in education

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Summary

Introduction

Having been studied for over four decades, Augmented Reality technology has been involved in the innovation and enhancement of many sectors. Mixed Reality Continuum is a scale between completely real environments with no computer enhancements, towards virtual environments that are totally generated by the computer. Hunting and shooting virtual game character such as the famous Pokémon GO in real world increases level of satisfaction and engagement in gaming These are just a few examples from many more AR applications which existed today. Microsoft Hololens (2017) enables its wearers to feel fully immersed in a virtual environment merged with physical environment, on their own view field The benefits of this technology flows across many fields such as marketing, military, entertainment and other sectors. In contrast to another technology-based approaches, there has been little research on the acceptance of AR as a learning method For this technology, it is crucial to examine what users expect to ensure total acceptance in education. The review will help researchers in the field to develop better designs of AR systems for education, which will to the technology acceptance level in the future

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