💡  Researchers developed an educational augmented reality(AR) program centered on aquaponics to identify the impact AR has on students’ learning gains, motivation of students to learn about aquaponics, and student’s overall satisfaction using AR. The experiment consisted of two groups: students assisted by both AR and a professor (experimental group), and students assisted by a professor only (control group).

📌 Research Highlights:
▶ Each student in the experimental group was given a smartphone and was instructed to move through an aquaponics system. At each station, the students were able to scan a ‘trigger’ image that superimposed digital information over the image. This digital information was in the form of dialogues, videos, and overlays. At the end of the tour, these students were instructed to use the AR application on an ‘at home’ mode for two days.
▶ Students in the control group learned information about the aquaponics system through a physical professor who guided the students from station to station, explaining each component and process of the aquaponics system. At the end, the students were given a list of books and videos for further at-home study for two days.
▶ Following the field-trip to the greenhouse, post-tests and a follow-up tests demonstrated significant learning advantages to the long-term knowledge retention of students who used AR in the aquaponics greenhouse.

🎯  The researchers in this study propose that AR technologies in outdoor learning environments promotes autonomy as the students were able to scan the trigger images and explore the aquaponics system at their own pace. Across the applied metrics in the study, learning, motivation, and satisfaction were all benefited using AR in the greenhouse. Using AR in a greenhouse also promoted increased interaction with the content i.e. a positive attachment to nature.

Results from the satisfaction survey given to the students in the experimental group. The survey used a 7-point Likert scale, ranging from strongly disagree (1) to strongly agree (7). No item registered less than a 6, indicating strong satisfaction from the students.

📷 Image: Students are given smartphones to access applications that allows them to scan trigger images that leads them to dialogues, video, and information overlays inside an aquaponics greenhouse to test AR’s impact on their learning styles.


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