Development of an immersive augmented reality application for substitute lessons to promote learning motivation

project name

EduAR

2024 — Case Study


desk header

tools

Figma
Illustrator
Vuforia
Unity
C#

Tasks

Concept
Research
Interface Design
Prototype
Testing

Overview

This paper examines the EduAR prototype, a learning app for tablets that uses digital technology to increase learning motivation during substitute lessons. EduAR offers thematically appropriate teaching content to make productive use of substitute lessons. The main objective of our study is to investigate whether a gamified AR application can promote students' motivation to learn.


Problem

We place particular emphasis on the challenges of digitalisation and on a specific problem faced by teachers: the effective use of substitute teaching hours. Teachers often do not manage these hours optimally due to a shortage of qualified staff and organisational difficulties when spontaneous absences occur. Although the use of AR in education is increasingly being researched, there is still a lack of studies that specifically address the application of AR in substitute teaching and its combination with gamification elements such as exit games. This thesis examines precisely this approach.


Process

During the brainstorming phase, optimisation options for the existing software modules were developed with the aim of increasing both the fun and learning factors. The focus was on additional content that supports the core objective of the application and improves the user experience. The user flows showed the interaction sequence of the users. The study examined how long the interaction paths are, when the transition to the virtual space takes place, and how the user interface changes. Differences between single-player and multiplayer modes were also analysed. Based on the user flows, low-fidelity prototypes were developed to test the arrangement of elements and user-friendliness. These prototypes enabled early iterations before the high-fidelity prototype was created and ensured that the application was developed in a user-centred manner. The design elements of the application were specifically developed from the contents of the education plan and formed the basis for the prototype.


Solution Approach

The prototype is a multimodal gamified application. It is based on the concept of an exit game, which can be used on mobile devices via AR content. Different subjects and tasks can be worked on by pupils within the concept. The content is based on the curricula of the respective school classes in order to ensure relevance. The use of AR in mobile learning games enables real-world environments to be augmented with digital information, making learning both more effective and more engaging. The prototype was examined quantitatively and qualitatively within a user test. Despite limitations, the study confirms that AR-based exit games promote intrinsic motivation and cooperation among students, and that user-friendliness and enjoyment play a central role in the acceptance of such educational games.

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