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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Analyzing some Experiences of Augmented Reality in Higher Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rosanna Costaguta</string-name>
          <email>rosanna@unse.edu.ar</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luis Gerez-Martínez</string-name>
          <email>luis.gerez@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>María de los Ángeles Menini</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Nacional de Santiago del Estero, Instituto de Investigación en Informática y Sistemas de Información (IIISI)</institution>
          ,
          <addr-line>Avda. Belgrano (S) 1912, Santiago del Estero, 4200</addr-line>
          ,
          <country country="AR">Argentina</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Nacional de Santiago del Estero, Instituto de Investigación en Informática y Sistemas de Información (IIISI)</institution>
          ,
          <addr-line>Avda. Belgrano (S) 1912, Santiago del Estero, 4200</addr-line>
          ,
          <country country="AR">Argentina</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Nacional de Santiago del Estero, Instituto de Investigación en Informática y Sistemas de Información (IIISI)</institution>
          ,
          <addr-line>Avda. Belgrano (S) 1912, Santiago del Estero, 4200</addr-line>
          ,
          <country country="AR">Argentina</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Augmented reality is being used in many areas of everyday life for different purposes. Currently, augmented educational resources are being included more frequently in teaching and learning experiences at all educational levels and in different areas of knowledge. This paper has focused on the survey of studies carried out in university contexts to identify their experimental characteristics and variables of analysis. The results obtained indicate, among other findings, that there are experiences conducted in different countries around the world, where the researchers measured the impact of the inclusion of augmented reality in teaching and learning processes by evaluating satisfaction, motivation and academic performance achieved by students involved in the experiences. In general, these students integrated control groups and used their own smartphones to access the augmented resources. In most cases, the researchers developed their own instruments of evaluation. Despite the recognized advantages for collaborative learning, the experiences of this type with augmented resources were very scarce.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Augmented Reality</kwd>
        <kwd>Higher Education</kwd>
        <kwd>Students</kwd>
        <kwd>Computer Supported Collaborative Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Collaborative learning (CL) can be seen as teaching methods in which students work in small groups
to help them learn from each other [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The technological advances occurred in recent decades allowed
the CL include computational tools that facilitate collaboration, coordination and communication
transforming it in Computer Supported Collaborative Learning (CSCL). CSCL is frequently applied in
high education, and there are numerous studies showing their advantages. On the other hand,
technological advances have changed the usual interfaces enable in systems. Resources novel such as
Augmented Reality (AR), among others, have appeared. The AR was successful adopted by different
areas, for example, economy, medicine, culture, etc. and in the last years, education.
      </p>
      <p>The objective of this article is to present some background on developed researches to AR applied
in university collaborative context. This paper is organized as follows: section 2 describes the analyzed
works, section 3 shows an analysis and comparison of the same, and finally, Section 4 presents some
conclusions and future lines of work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Our comparison</title>
      <p>According to our search of experiences where AR was used in educational contexts, we obtained 26
papers. However, only those developed in higher education settings have been considered for this study.
In this way, 12 papers were selected from among them and are described below.</p>
      <p>
        1. Cabero-Almenara et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] analyzed the impact of AR on motivation, academic performance,
and satisfaction of Spanish students. The experiment involved 148 male and female pedagogical
students, who used AR-enriched material from their mobile devices. The results were obtained
through pre and post tests on the experimental group, applying three evaluation questionnaires linked
to: motivation, product created in the activity, and academic performance. The results showed a
direct positive relationship between the use of augmented resources, motivation, and academic
performance. In addition, the authors highlighted the positive opinions expressed by the students
regarding the use of AR in their learning processes.
2. Fombona et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] analyzed the educational potential of AR through a two-phase research
project. The first focused on the documentary analysis of background information. The second phase
was experimental working with students from the Spanish universities. Based on the exhaustive
study carried out in the first phase, the authors selected 100 educational applications based on AR
that students used through their smartphones and tablets. The authors designed an evaluation
questionnaire implemented through a rubric validated by experts. Students evaluated the selected
applications using this rubric. The results showed interesting findings: most of them are free to use,
are for individual use, are oriented to show moving objects, and are declared for educational
purposes. Besides, almost 40% of them are still under development and require internet connection,
and very few of them present a definition of objectives and assessment of learning achievements.
Applications with adaptations for learners with disabilities are almost non-existent.
3. Akçayir et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] applied AR to investigate the effects of its use in teaching in science
laboratories. The experimentation was conducted using software called Metaio. The authors
employed an experimental design based on a control group and an experimental group. The results
obtained revealed that AR has a positive impact on students' attitudes and laboratory skills.
4. Bursztyn et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] applied AR to simulate trip experiences for 874 students of five North
American universities. In the experimentation the students used their smartphones and tablets. The
authors used an experimental design by experimental and control group. Results showed that AR
improved students' motivation and interest as well as their ability to learn.
5. Martínez-Pérez et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] investigated the usefulness, potential and limitations of the use of AR
in training processes in higher education, and detected the level of knowledge present in Spanish
university students about the use of AR. The students participating in this study used Blippa and
Aurasma to create their own augmented resources, in some cases working individually and in others
in groups. The authors developed a questionnaire that was answered by 186 students. The results
highlight the innovative, fun, challenging and playful character of AR as a resource applicable to
teaching and learning processes. In addition, the authors highlight the importance of training teachers
not only pedagogically, but also technologically, and the need to generate new products suitable for
people with disabilities (visual, hearing, etc.).
6. Hernández-Moreno et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] applied AR in a university financial mathematics course to assess
students' motivation, performance, technology acceptance and prototype quality. The authors used
an experimental design with experimental and control groups. The experiment involved 103
Mexican students using their smartphones and tablets. The prototypes were developed with Vuforia
and Unity 3D. The experimental results showed that AR improved students' motivation and learning
performance.
7. Södervik et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] designed an AR-assisted learning environment to investigate the impact of
AR on pharmacy student learning in science laboratories. The authors employed an experimental
design based on control and experimental groups. Besides, they developed a questionnaire to
measure the usability of AR-environment. The experiment involved 16 Finland university students
wearing AR glasses (Vuzix AR Glasses). The results showed that AR had a positive impact on the
students' performance compared to traditional laboratory instruction and prevented most errors.
Students felt that AR guided them in carrying out their activities and was beneficial to their learning.
On the other hand, the authors found no differences between the groups in relation to knowledge
comprehension.
8. Triviño-Tarradas et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] applied AR to assess its impact on students' motivation. The
experiment involved Spanish university students using smartphones, tablets, personal computers,
and virtual reality glasses. The authors developed and used a questionnaire to survey students'
opinions about the instructional materials and related motivational aspects such as attention,
relevance, confidence, and satisfaction. The results obtained using a 5-point Likert scale showed that
AR significantly improved students' motivation and understanding. Besides, most students
expressed their appreciation for the use of virtual reality glasses.
9. Mendoza-Morán et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] carried out their work in two stages, first they surveyed mobile
educational and collaborative educational applications, both with AR. Then they developed a
collaborative application that included AR. The Spanish university students involved in the
experience used their mobile devices. The authors do not describe their data collection instruments,
nor do they provide details about the experience with real students. The authors expressed that AR
applied to education helps to understand abstract topics that need broad imagination. Besides, they
claim that collaborative applications with AR allow students to learn new topics while sharing
information with others in the group and that the intervention of the group members in addressing
the topic with group ideas or explanations generates the possibility of achieving a better cognitive
level than working individually.
10. Naese, J. et al [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] applied AR at a North American university to teach the operation of
analytical instruments specific to chemistry courses. The authors developed their application using
Aurasma. The created application was used by students with their smartphones. The authors do not
describe their data collection instruments. However, the authors claim that AR is positive in this
type of experience, as it allows students to see the components of each instrument up close, prevents
them from breaking them and helps them to understand the concepts being discussed. Although
students were satisfied with the use of AR, they also indicated that they prefer to have a detailed
document that they can access at any time and not only when they are in the lab, as is the case with
these augmented resources.
11. Urs-Vito, A. et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] used AR to compare the impact on learning of having more realistic
materials than traditional textbooks. The authors also investigated whether the use of AR provoked
negative emotions or irritation in students. The experiment involved German undergraduate medical
students. The authors developed their application using mARble software. The students used this
application with their smartphones to analyze injuries in their forensic medicine classes. The authors
used an experimental design based on control and experimental groups. The students answered
questionnaires developed by the authors. The results showed that AR had a significant cognitive
improvement and a positive emotional impact on the students.
12. Barraza-Castillo et al. [13] developed a novel framework to create a mobile augmented reality
application. The framework was tested to explain the concept of a quadratic function to Mexican
universities students. The authors developed the application using Vuforia and Unity 3D. The
students involved in this experience used their smartphones. A questionnaire was designed by the
authors as result of different interviews with several mathematics and physics professors. This
questionnaire was answered by 59 students. Although more than 85% of the students had never used
augmented reality before, most of them expressed their satisfaction with the experience and
expressed that the virtual environment better represented the concepts previously explained by the
teacher. The results showed that the use of AR can help enhance the teaching and learning processes.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Analysis and results</title>
      <p>To make the comparison between the different studies of AR applied in university experiences
described in previous section, seven questions were raised: 1- What kind of experience was? (Real or
simulated), 2- Country where the experience was made? 3- Are there experimental results? (Detailed
or brief), 4- Are there instruments designed to collect experimental data? (Questionnaires, interviews,
etc.), 5- The used software by authors to create augmented resources was indicated? 6- The required
hardware was indicated? 7- Are there small groups of students involved? (Collaborative or individual
experience).</p>
      <p>
        Considering the first question, we can say that all the studies analyzed involved the participation of real
students. Considering the second question, we can say that 5 experiences were made in Spain [
        <xref ref-type="bibr" rid="ref10 ref2 ref3 ref6 ref9">2, 3, 6, 9, 10</xref>
        ], 2
in USA [
        <xref ref-type="bibr" rid="ref11 ref5">5, 11</xref>
        ], 1 in Finland [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], 2 in Mexico [
        <xref ref-type="bibr" rid="ref7">7, 13</xref>
        ], and 1 in Germany [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Considering the third question,
we can say that all the experiences analyzed show and analyze experimental results but with different level of
details. Considering the fourth question, we can say that most of the researchers developed their own
questionnaires to collect opinions about the experience and the application used. In general, the approach
applied was by post-test in control group. Considering the fifth question, in most of the analyzed papers the
software application used was described [
        <xref ref-type="bibr" rid="ref11 ref12 ref4 ref6 ref7 ref9">4, 6, 7, 9, 11, 12, 13</xref>
        ]. Considering the sixth question, the situation is
similar, several researchers described their hardware requirements, and the more frequently used resources
were smartphones and tablets. Only, in two cases, there are not such information [
        <xref ref-type="bibr" rid="ref4 ref6">4, 6</xref>
        ] but the authors say that
students used mobile devices. Finally, considering the seventh question, we can say that only two experiences
were made around a collaborative proposal [
        <xref ref-type="bibr" rid="ref10 ref6">6, 10</xref>
        ]. In [
        <xref ref-type="bibr" rid="ref11 ref12 ref2 ref3 ref4 ref5 ref7 ref8 ref9">2, 3, 4, 5, 7, 8, 9, 11, 12, 13</xref>
        ] the students performed
their activities as individual proposals. In Table 1 the questions and answers are synthetized.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>In many areas of science and industry the AR is being applied successful. The education is not an
exception, and this is demonstrated by the 12 university experiences analyzed in this article. The
universities involved were from different countries in America and Europe, many of them in Spain. All
experiences included in this study were developed with the participation of real students integrating</p>
      <sec id="sec-4-1">
        <title>Metaio</title>
      </sec>
      <sec id="sec-4-2">
        <title>Blippar, Aurasma</title>
      </sec>
      <sec id="sec-4-3">
        <title>Vuforia, Unity 3D</title>
      </sec>
      <sec id="sec-4-4">
        <title>Sketchfa, WebXR</title>
      </sec>
      <sec id="sec-4-5">
        <title>Aurasma mARble</title>
      </sec>
      <sec id="sec-4-6">
        <title>Vuforia, Unity3D</title>
      </sec>
      <sec id="sec-4-7">
        <title>Smartphones</title>
        <p>Hardware
used</p>
      </sec>
      <sec id="sec-4-8">
        <title>Smartphones,</title>
      </sec>
      <sec id="sec-4-9">
        <title>Tablets</title>
      </sec>
      <sec id="sec-4-10">
        <title>Smartphones,</title>
      </sec>
      <sec id="sec-4-11">
        <title>Tablets</title>
      </sec>
      <sec id="sec-4-12">
        <title>Smartphones,</title>
      </sec>
      <sec id="sec-4-13">
        <title>Tablets</title>
      </sec>
      <sec id="sec-4-14">
        <title>Smartphones,</title>
      </sec>
      <sec id="sec-4-15">
        <title>Tablets</title>
      </sec>
      <sec id="sec-4-16">
        <title>Vuzix AR</title>
      </sec>
      <sec id="sec-4-17">
        <title>Glasses</title>
      </sec>
      <sec id="sec-4-18">
        <title>Smartphones,</title>
      </sec>
      <sec id="sec-4-19">
        <title>Tablets, PC,</title>
      </sec>
      <sec id="sec-4-20">
        <title>Lens 3D</title>
      </sec>
      <sec id="sec-4-21">
        <title>Smartphones, PCs</title>
      </sec>
      <sec id="sec-4-22">
        <title>Smartphones</title>
      </sec>
      <sec id="sec-4-23">
        <title>Smartphones No No No</title>
        <p>No
Yes
No
No
No
Yes
No
No
No
control groups. Each one experiences presented the results in different level of detail, but all included
several variables of analysis. In general, the experiences were evaluated with questionnaires designed
by the authors. All papers described the software and hardware resources used. In general, don´t exist
coincidences between the software applications used. Besides, considering the hardware, the
smartphones were the most used resource. Considering the proposed analysis variables, the most used
were satisfaction, motivation, usability, and academic performance. No research presents an analysis of
learning objectives and achievements achieved with the use of AR. In all cases, students react positively
to the inclusion of AR resources in their learning process. Unexpectedly, despite the recognized
advantages associated with CSCL, AR experiences that included collaboration were only two.</p>
        <p>According to these findings, the authors of this article are currently working to develop AR-based
collaborative experiences with university students of Computer Sciences where learning objectives and
achievements will be carefully defined.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. References</title>
      <p>[13] Barraza-Castillo, R. Cruz-Sánchez, V. Vergara, O. A Pilot Study on the Use of Mobile Augmented
Reality for Interactive Experimentation in Quadratic Equations. Mathematical Problems in
Engineering, Article ID 946034, 2015. doi: 10.1155/2015/946034.</p>
    </sec>
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