Abstract

Mobile learning is a resource that can enhance the teaching-learning process of students and improve the training of future teachers. Specifically, augmented reality (AR) technology allows for immersive and experiential learning without the need to leave the classroom. The purposes of this paper were to apply AR technology in the training of future Primary Education teachers and to analyze the perceived usefulness of AR in the classroom by future teachers. A quantitative approach was used based on a design with a control group and two experimental groups with a post-test using a sample of 171 second-year students studying an education degree. The results showed that experimentation with AR promoted a slight increase in student motivation. However, no significant differences were found between the control group and the experimental groups. Finally, the findings allowed us to establish that the implementation of resources such as AR does not differ in the opinion of future teachers about the inclination to implement AR in the classroom.

Highlights

  • The implementation of technological resources in higher education classrooms is beginning to be consolidated as a practice that improves student motivation

  • We have tried to continue strengthening the path towards educational innovation within the classrooms, betting on an education that is updated to the current context from the application of mobile computing

  • The results of this research made it possible to determine that the implementation of resources such as augmented reality (AR) does not differ in their perception (RQ1)

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Summary

Introduction

Among the learning technologies with the greatest impact, the 2019 Horizon Report states that, in the medium term, mixed reality will be implemented at the higher education stage [4]. Mixed reality encompasses both virtual reality (VR) and augmented reality (AR), being that technology that allows the combination of elements of the real world with virtual elements generated by a mobile device [5]. AR can be used directly with a mobile device, brought by the student himself—this strategy has been called “bring your own device” (BYOD) within mobile learning [7]—while, to use the VR, it is necessary to have an additional viewer

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