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        • The characteristics of AR technology
        • AR technology is characterized by three properties:

          1. Combine real and virtual objects in a real environment.
          2. Align real and virtual objects with each other.
          3. Run interactively and in real time.
        • 詳全文
          • 引用(0) 2020-07-02 11:27
        • AR applications
        • The term augmented reality (AR) is a technology that allows computer-generated virtual imagery information, combining the real world with virtual worlds, providing interaction, and presenting threedimensional

          objects (Azuma, 1997). Virtual objects used in AR may include text, images, video clips,
          sounds, 3D models, and animations. Ideally, these virtual objects will be perceived as coexisting
        • 詳全文
          • 引用(0) 2020-07-02 11:26
        • AR in Health education
        • Comparing with the traditional health education courses, AR technology provides opportunities for

          students to investigate the 3D human body structure with vivid learning experience rather than teachers’
          lecture and textbooks
        • 詳全文
          • 引用(0) 2020-07-02 11:25
        • AR application in Education
        • Bacca et al. (2014) suggested that AR are more interesting than existing learning methods, making

          students more active to learn and thus can improve learning. This study uses AR to create an
          interactive learning environment, which allows students to understand the 3D human body structure
          with visual support.
        • 詳全文
          • 引用(0) 2020-07-02 11:24
        • AR's visualization and interaciton
        • Visualization and interaction provided by AR have been successfully used

          to improve spatial abilities and to help learners to understand abstract concepts (Ibáñez et al., 2014).
          Researchers proposed that the AR supports students in learning complex subjects, such as the human
          body and anatomy (Jamali et al., 2015).
        • 詳全文
          • 引用(0) 2020-07-02 11:23
        • What is AR?
        • Augmented reality (AR) refers to technologies that enhance the sense of reality, allowing the

          coexistence of digital information and real environments (Yen, Tsai and Wu, 2013). AR has been
          recognized as a technology with great potential for facilitating learning. Students are able to freely
          navigate in a virtual environment, observe the phenomenon from different perspectives, and interact
          with s
        • 詳全文
          • 引用(0) 2020-07-02 11:22
        • Interactivity definition
        • The interactivity is defined as the extent to which users can

          participate in modifying the form and content of a mediated environment. In addition, the development
          of students’ perception of science has been considered to be the primary importance of learning and
          continues to influence their further education (Lee, 2010).
        • 詳全文
          • 引用(0) 2020-07-02 11:22
        • Instructional design and learning style
        • Fenrich (2006) states that instructional designers must consider learners’ learning styles

          when they are designing certain syllabus and material in order to achieve the maximum learning state
          of students.
        • 詳全文
          • 引用(0) 2020-01-16 12:55
        • ILS model and AR
        • Active and reflective styles refer to processing dimension, sensing and intuitive

          styles refer to perception dimension, visual and verbal refer to input dimension, and sequential and
          global styles refer to understanding dimension. With the emergence of AR technology, the influence of
          learning styles on technology-enhanced active learning environment is still at a beginning stage.
        • 詳全文
          • 引用(0) 2020-01-16 12:54
        • ILS model
        • The ILS classified students into four dimensions of learning styles that

          identifies a student’s learning preference i.e., active/reflective, sensing/intuitive, visual/verbal, and
          sequential/global.
        • 詳全文
          • 引用(0) 2020-01-16 12:52
        • Learning Style definition
        • Learning style refers to the individuals’ learning preference for receiving information in any learning

          environment. Campbell, Campbell and Dickinson (2003) defined learning style as a certainly specified
          pattern of behavior according to which the individual advances his learning experience.
        • 詳全文
          • 引用(0) 2020-01-16 12:51
        • AR functions
        • According to Azuma et al. (2001), AR technology is characterized by three properties:

          1. Combine real and virtual objects in a real environment.
          2. Align real and virtual objects with each other.
          3. Run interactively and in real time.
        • 詳全文
          • 引用(0) 2020-01-16 12:50
        • AR application
        • Virtual objects used in AR may include text, images, video clips,

          sounds, 3D models, and animations. Ideally, these virtual objects will be perceived as coexisting within
          a real-world environment. AR applications can be viewed using various devices, such as a seethrough
          head-mounted display (HMD), a desktop, laptop computer, or a mobile device with one
          camera.
        • 詳全文
          • 引用(0) 2020-01-16 12:50
        • AR and learning
        • Visualization and interaction provided by AR have been successfully used

          to improve spatial abilities and to help learners to understand abstract concepts (Ibáñez et al., 2014). Bacca et al. (2014) suggested that AR are more interesting than existing learning methods, making
          students more active to learn and thus can improve learning.
        • 詳全文
          • 引用(0) 2020-01-16 12:49
        • AR definition
        • Augmented reality (AR) refers to technologies that enhance the sense of reality, allowing the

          coexistence of digital information and real environments (Yen, Tsai and Wu, 2013). AR has been
          recognized as a technology with great potential for facilitating learning.
        • 詳全文
          • 引用(0) 2020-01-16 12:48
        • Interactivity and learning
        • Roussou (2004) mentioned that the effectiveness of

          students’ learning is interactivity. The interactivity is defined as the extent to which users can
          participate in modifying the form and content of a mediated environment. In
        • 詳全文
          • 引用(0) 2020-01-16 12:47
        • Confirmation and ECM
        • Confirmation is based on a rational process of comparing initial expectations with actual experience. Based on the ECM, if users perceive a higher level of concurrence with their post-adoption expectations, they will tend to have a higher level of satisfaction and continuance intention (Bhattacherjee, 2001).

        • 詳全文
          • 引用(0) 2019-06-26 14:28
        • Confirmation definition
        • Confirmation is referred to as “the realization of the expected benefits of IS use” [15]. According to the cognitive dissonance theory ([10], [16]), users may experience cognitive dissonance if usefulness is disconfirmed during actual use. In order to avoid cognitive dissonance, users may adjust their perceptions of the perceived usefulness of a system to cope with what they feel

        • 詳全文
          • 引用(0) 2019-06-26 14:26
        • ECM studies
        • Numerous studies have applied the ECM to investigate IS continuance intention in different contexts. Kim (2010) integrate the ECM with the theory of planned behavior to predict a user’s continuance behavior toward mobile data service (MDS), where they find that user satisfaction, perceived usefulness, perceived enjoyment, subject norms, and perceived behavioral control significantly in

        • 詳全文
          • 引用(0) 2019-06-26 14:25
        • The essence of ECM
        • The essence of the expectation-confirmation model (ECM) is that actual consumption experience will be compared with original expectations and the resulting confirmation (when the experience is better than expected) or disconfirmation (when the experience fails to meet the expectation) will lead to satisfaction (when the expectation is met) or dissatisfaction (when the expectation is not met)

        • 詳全文
          • 引用(0) 2019-06-26 14:24

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