Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/104404
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dc.contributorDepartment of Industrial and Systems Engineering-
dc.creatorTang, YMen_US
dc.creatorAu, KMen_US
dc.creatorLau, HCWen_US
dc.creatorHo, GTSen_US
dc.creatorWu, CHen_US
dc.date.accessioned2024-02-05T08:49:36Z-
dc.date.available2024-02-05T08:49:36Z-
dc.identifier.issn1359-4338en_US
dc.identifier.urihttp://hdl.handle.net/10397/104404-
dc.language.isoenen_US
dc.publisherSpringer UKen_US
dc.rights© Springer-Verlag London Ltd., part of Springer Nature 2020en_US
dc.rightsThis version of the article has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use(https://www.springernature.com/gp/open-research/policies/accepted-manuscript-terms), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/s10055-020-00427-9.en_US
dc.subjectDesignen_US
dc.subjectEducationen_US
dc.subjectExtended realityen_US
dc.subjectHoloLensen_US
dc.subjectLearningen_US
dc.subjectMixed realityen_US
dc.subjectUniversityen_US
dc.subjectVirtual realityen_US
dc.titleEvaluating the effectiveness of learning design with Mixed Reality (MR) in higher educationen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage797en_US
dc.identifier.epage807en_US
dc.identifier.volume24en_US
dc.identifier.issue4en_US
dc.identifier.doi10.1007/s10055-020-00427-9en_US
dcterms.abstractVirtual reality (VR) is rapidly developed and bringing advancement in various related technologies through the virtual world. It has high potential and plays an important role in education and training fields. Mixed reality (MR) is a type of hybrid system that involves both physical and virtual elements. While VR/MR has proved to be an effective way to improve the learning attitude and effectiveness for secondary students, however, not much work has been conducted on university students to compare the MR experience and traditional teaching approaches in learning design subjects. In this project, we investigated the effectiveness of students in learning design subjects with the support of MR. The effectiveness was measured based on their creativity and systematic approaches in design. Pretests and posttests were conducted to measure the learning effects. We also compared the learning effectiveness of a student’s study with the MR and traditional teaching materials. Nonparametric analyses were conducted to investigate whether the improvements were significant. Experimental results showed that after studying with the support of the MR technology, the students’ abilities in geometric analysis (mean difference = 4.36, p < 0.01) and creativity (mean difference = 1.59, p < 0.05) were significantly improved. The students’ ability in model visualization was also significantly better than the control group (mean difference = 3.08, p < 0.05). It indicated that the results were positive by using the MR to support their study. The MR was also better than using traditional teaching notes in various measured effects.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationVirtual reality, Dec. 2020, v. 24, no. 4, p. 797-807en_US
dcterms.isPartOfVirtual realityen_US
dcterms.issued2020-12-
dc.identifier.scopus2-s2.0-85081402248-
dc.identifier.eissn1434-9957en_US
dc.description.validate202402 bcch-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberISE-0341-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextLearning and Teaching Development Granten_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS19842700-
dc.description.oaCategoryGreen (AAM)en_US
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