Professional Documents
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Antonio Cazzolla, Rosa Lanzilotti, Teresa Roselli, and Veronica Rossano
Abstract— Game-based learning is one of the most Also students should understand that schools cannot give
widespread approaches in educational and training processes. them all the knowledge and skills required by the job market,
The success of the integration of the entertainment dimension in they should be able to learn by themselves. Future workers
learning has been largely documented. It is important to make will need to be highly trained in the emerging technologies
the learning process attractive not only for kids but also for but also, as importantly, in the values associated with using
adults who need to acquire new knowledge and skills to be in line
with the new competences required by the job market. Thus, in
those technologies (https://restart-project.eu/industry-4-0-
line with the requirements of Industry 4.0, all companies, impact-education/).
especially the smallest ones, should upgrade their work processes Following this trend, the paper presents an Augmented
to permit to keep up with larger and technologically advanced Reality (AR) application to support teaching of geometry in a
companies. In this context, the Competences Lab for Industry primary school. The application is a proof of concept to prove
4.0 (C-LAB 4.0) project aims to define a participatory model for that AR could be successful in educational processes, and thus
the promotion of educational and training processes supported effective in supporting professional training in Industry 4.0.
by a game simulation solution. The article presents an The remainder of the paper is organized as follows: Section II
application for geometric solids developed as proof-of-concept of introduces the Augmented Reality topic and describes some
the use of Augmented Reality (AR) in educational contexts. A experiences in educational settings; Section III presents the C-
comparative study proves the learning effectiveness of the Lab 4.0 project; Section IV illustrates the AR application to
defined AR application used as support in a traditional learning
support teaching of basic geometric solid figures and Section
context.
V reports the comparative study carried out to investigate the
effectiveness, the perceived workload and the engagement of
I. INTRODUCTION students in using the application. Concluding remarks and
future directions are outlined in Section VI.
Game-based learning is the use of game to support learning
and teaching activities [1]. There are many experimental II. BACKGROUND
evidences confirming the validity of this approach both with Augmented Reality (AR) [16] allows user to be completely
children and adults [2, 3, 4, 5]. In the latest years, the Serious immerse inside a synthetic environment. It is an interactive
Games, i.e. videogame or simulated games used to transmit graphics system capable of overlapping information levels on
and support knowledge and skills acquisition [6], are largely reality; it allows to alter a flow of video images, adding in
used in different contexts, such as health care [2, 7, 8, 9], real-time information and artificial contents in addition to
environment sustainability [10, 11, 12], marketing [13]. reality. The main objective is to enrich sensory activities and
Serious games can be effective in corporate training since stimulate emotional factors in users in order to improve their
they can help the company to be more efficient, can improve involvement in performing a task. Lara Jongedijk,
staff competences and allow workers to be more flexible [14]. Researcher, Instructional Design at University of
In addition, the game improves the level of motivation and Calgary states [17]: “Augmented reality (AR) is an
engagement of trainees, who may be disappointed by having environment where a real life is enhanced by virtual elements
to undergo training, since they can have an active role during in real time. The purpose of AR is to enhance the information
the course [1]. we naturally receive through our five senses, by adding
In the context of Industry 4.0, the serious games can be a superimposed, constructed virtual elements to bring
successful approach to renew the knowledge and skills of complementary information and meaning that may not be
workers. Industry 4.0 refers to the fourth industrial revolution. possible by natural means.”
It concerns the digitalization of all the processes that take The term Augmented Reality (AR) was coined in the early
place in all aspects of business and industry. The Industry 4.0 90's, but the first system able at increasing and improving
requires that workers acquire new abilities and knowledge. reality was created in 1962 by Morton Heiling [18], who
The Industry 4.0 workers should be problem solvers, critical develops Sensorama, whose aims was to simulate a
thinkers, innovators, and communicators [15]. They should be motorcycle riding through New York. The machine was able
more creative to adapt themselves to new working scenarios to stimulate the human senses, through hearing, smell,
that will be in constant evolution during the next few years. vibration, and wind. Despite the excessive costs, from that
*Research supported by C-Lab 4.0 project founded by Apulia Region. T. Roselli is with the Department of Computer Science, University of Bari
A. Cazzolla is M.Sc. in Computer Science at the Department of Computer Aldo Moro, Bari, Italy (e-mail: teresa.roselli@uniba.it).
Science, University of Bari Aldo Moro, Bari, Italy. V. Rossano (corresponding author) is with the Department of Computer
R. Lanzilotti is with the Department of Computer Science, University of Science, University of Bari Aldo Moro, Bari, Italy (e-mail:
Bari Aldo Moro, Bari, Italy (e-mail: rosa.lanzilotti@uniba.it). veronica.rossano@uniba.it).
C. Data Collection
Both quantitative and qualitative data were collected through
(1) the notes taken by the observer on significant behaviours
or externalized comments of the participants during the study,
(2) the answers to the questionnaires the participants filled in
during the study.
The pre-test and post-test filled in by the participants at the
beginning and at the end of the study, respectively, were
Figure 3. The video-lesson in which the representation on two
composed of 10 questions.
dimensions of the cube is shown The second questionnaire was consisted of two section. The
first section is related to the NASA-TLX questionnaire, used
to rate perceived workload in using a system. It is a 6-item
V. THE COMPARATIVE STUDY survey that investigates 6 subjective dimensions, i.e., mental
The main aim of this study was to evaluate the use of AR tools demand, physical demand, temporal demand, performance,
in learning and teaching contexts. The objective is to measure effort and frustration [24]. The second section presented the
the effectiveness, the engagement and the perceived workload new UES (User Engagement Scale) short form, derived from
of students during an AR-supported lesson compared to a the UES long form. It is a 12-item survey used to measure the
traditional one. user engagement, a quality of user experience characterized
by the depth of a user’s investment when interacting with a
digital system [25], which typically results in positive assessment of user’s ability in using the system. In this case,
outcomes [24]. This tool measures the user engagement by a high value means that participants feel comfortable in using
summarizing an index that ranges from 0 to 5. It also provides the system and they were very satisfied of their performance.
detailed information about four dimensions of the user For what concerning the user engagement, the items through
engagement, i.e., focused attention (FA), perceived usability a 5-points Likert scale measure: focused attention (FA),
(PU), aesthetic appeal (AE) and reward (RW). perceived usability (PU), aesthetic appeal (AE) and reward
(RW). Figure 5 shows the average scores registered for each
D. Analysis and results
dimension, all of them obtained a positive score.
Before carrying out the T-Test for paired data and for
independent data related to the final application, the pre-tests
5
and post-tests administered to the pupils were analysed. Table
I shows the comparison of average scores obtained for each 4
exercise respectively in the pre-tests and in post-tests.
3
TABLE I. AVERAGE SCORES FOR EACH EXERCISE IN PRE-TEST AND POST-TEST 2
Average scores Ex. 1 Ex. 2 Ex. 3 Ex. 4 Ex. 5 Ex. 6 Ex. 7 Ex. 8 Ex. 9 Ex. 10
Pre-Test 0.96 0.70 0.67 0.98 0.91 1.00 1.00 0.67 0.56 0.81 1
Post-Test 0.97 0.93 0.92 1.00 0.96 0.99 0.99 0.82 0.88 0.96 0
FA PU AE RW
From the results of these first descriptive analyses, the
average post-test score for each exercise is overall higher than Figure 5. User Engagement evaluation
the average score obtained during the pre-test.
The T-Test was applied to the difference between the VI. CONCLUSIONS
averages. The alternative hypothesis H1 from the right
unilateral test will be accepted if the difference is >0. This The application of AR technology is spreading in different
means that the use of the application is effective in this contexts, in some cases it is very useful since it allows users
learning setting. to immerse themselves in a virtual world that simulates the
• H0: μy-μx=0; no difference between the average real one. In learning contexts, in particular AR allows learners
scores to be actively involved in the learning process making it more
• H1: μy-μx>0; there is a difference between the engaging and motivating. In training contexts, tasks can be
average scores. performed in the same way as would happen in the real world.
In addition, trainees can practice activities improving their
The α value was fixed at 0.01. Since T0>tα (11.9315>2.3662), abilities, and can make choices which have no consequences
the null hypothesis H0 could be rejected, whereas the in the real world. Thus, the AR could be effective to support
alternative hypothesis H1 could be accepted. A statistically education in Industry 4.0. In the context of the C-Lab 4.0
significant difference emerged. Indeed, a difference between project, the research has designed and developed an AR
the pre-test and post-test average exists, confirming that the application support teaching of geometry in a primary school.
use of AR in this learning settings is effective in terms of
The comparative study pointed out that AR is effective in
student learning gain.
terms of both learning and student engagement. In addition,
Data related to the workload were evaluated. The arithmetic
the perceived workload is low, which means that users feel
mean of each question was calculated for all 96 participants.
The average scores for each of the 6 questions were used. The comfortable using it. These positive findings encourage us to
answers are given on a 10-points Likert scale. apply the AR technology also in the context of C-Lab 4.0.
ACKNOWLEDGMENT
10
The authors wish to thank all the young participants to the
8 experiments and their teachers. This work was partially
6 supported by the “C-Lab 4.0 project” funded by Apulia
Region - POR Puglia FESR FSE 2014-2020 - Sub-Azione
4 1.4.B - Bando INNOLABS.
2
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