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Retail Quest: Student Perceptions of an Augmented Reality Virtual Field Trip App
PROCEEDING

, Metropolitan State University, United States

Innovate Learning Summit, in Online, United States ISBN 978-1-939797-59-9 Publisher: Association for the Advancement of Computing in Education (AACE)

Abstract

Two popular methods for encouraging active learning are Augmented Reality (AR) and Virtual Field Trips (VFTs). This work-in-process exploratory case study examines students’ perceptions of a prototype AR and VFT app. The “Retail Quest” app helps students to learn about systems modeling by observing sales systems at the Mall of America. Students choose between physically exploring with AR or virtually exploring through a VFT. This exploratory study is a prelude to implementing a larger-scale investigation of students’ perceptions. The results of this study will be used to refine the app prototype, research questions, and survey instrument prior to the larger study. This work-in-process study will present preliminary results from surveying students who interact with the prototype app. The broad impact of this study is to serve as a proof-of-concept and starting point for other faculty interested in developing AR and VFT apps to engage students in active learning.

Citation

Lebens, M. (2021). Retail Quest: Student Perceptions of an Augmented Reality Virtual Field Trip App. In T. Bastiaens (Ed.), Proceedings of Innovate Learning Summit 2021 (pp. 125-129). Online, United States: Association for the Advancement of Computing in Education (AACE). Retrieved November 30, 2021 from .