Search arXivSearch

arXiv · 2309.09894

Impact of Augmented reality system on elementary school ESL learners in country side of china: Motivations, achievements, behaviors and cognitive attainment

Abstract

The English proficiency of students in rural areas of China tends to be lower than that of their urban counterparts, owing to outdated teaching methods, a lack of advanced technology resources, and low motivation for English learning. This study examines the impact of an Augmented Reality English Words Learning (AREWL) system on the learning motivation, achievement, behavioral patterns, and cognitive attainment of elementary school students in rural China. The study explores whether student motivation varies with their level of achievement and vice versa, and provides an analysis of behavioral patterns and cognitive attainment. The AREWL system employs 3D virtual objects, animations, and assessments to teach English pronunciation and spelling. Instructions are provided in both English and Chinese for ease of use. The sample group consisted of 20 students from grades 1 and 2, selected based on low pretest scores, along with five non-native teachers. Data were collected through pretests and posttests, questionnaires, surveys, video recordings, and in-app evaluations. Quantitative methods were used to analyze test scores and teacher opinions, while qualitative methods were employed to study student behavior and its relationship with cognitive attainment. Results indicate that both teachers and students responded favorably to the AREWL system. Students exhibited both intrinsic and extrinsic motivation, which correlated significantly with their learning achievements. While behavioral analysis showed interactive engagement with the AREWL system, cognitive attainment was found to be relatively low. The study concludes that AR-based learning applications can play an important role in motivating English learning among young learners in China. The findings contribute to the field of educational technology by introducing a new AR-based English words learning application.

Explore related subjects

Keep this discovery

BibTeXRIS

Ijaz Ul Haq. 2023-09-18. Impact of Augmented reality system on elementary school ESL learners in country side of china: Motivations, achievements, behaviors and cognitive attainment. https://arxiv.org/abs/2309.09894

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ShellVis: Sandboxed Live Programming for Shell Scripts

Live programming provides visibility to programmers by running and tracing programs as they are edited. However, for programs with potentially harmful side effects, liveness can turn mistakes into disasters. We propose enabling live programming in environments with side effects via sandboxing: confining effects to a simulation of the true environment. We apply sandboxed live programming in the challenging context of shell scripting: a ubiquitous and powerful---yet notoriously opaque and error-prone---tool. ShellVis provides line-by-line feedback on a shell script's run-time behavior, with file operations sandboxed via a safe overlay of the file system. A qualitative user evaluation finds ShellVis to be helpful to participants, replacing tedious existing practices and instilling confidence. Participant responses also reveal areas for future research, particularly bridging the gulf of execution alongside the gulf of evaluation. ShellVis serves as a case study of how sandboxing can bring live-programming techniques into the many real-world programming contexts where side effects are important.

cs.HC

Visual-Motion-Induced Modulation of Pedestrian Trajectories Using Spatially Distributed Multi-Display Signage in Public Spaces

Multi-display signage (MDS), now ubiquitous in urban environments, has the potential to influence human behavior and experience in public spaces. However, despite its unique capability to present spatially distributed dynamic visual stimuli, its current use is mainly limited to advertising. In this study, we propose a perception-based approach for laterally modulating pedestrian trajectories as a nonverbal means of guiding pedestrians in public spaces. The approach is motivated by vection, the illusion of self-motion, and uses laterally moving monochrome stripes, a standard stimulus in vection research, presented across spatially distributed displays to elicit postural responses that may bias pedestrian trajectories. We evaluated the approach through a controlled laboratory experiment and a real-world field deployment involving actual pedestrian flows in a national museum. The laboratory experiment examined whether the MDS setup induced trajectory shifts in the direction predicted by prior research on the behavioral effects of vection. The field deployment investigated whether comparable effects would emerge in aggregate pedestrian behavior during unconstrained movement under conditions closer to those of urban public spaces. In the laboratory, full-screen motion significantly biased walking trajectories in the direction of visual motion, whereas partial-stripe motion produced no significant directional effect. In the field deployment, opposing full-screen motion conditions produced direction-consistent differences in aggregate pedestrian positions. The field results, observed despite the substantial variability in real-world pedestrian flows, extend the controlled laboratory findings and provide ecologically valid evidence supporting practical MDS-based pedestrian modulation in public settings. The results further suggest that sufficient visual-motion coverage may be important.

cs.HC

How AI Coders Discuss, Disagree, and Reach Consensus: Challenges and Opportunities for LLM-Based Qualitative Coding

The utility of AI in multi-coder qualitative coding has been widely discussed, yet little empirical evidence exists to delineate the contexts in which it performs reliably. We address this gap by quantifying the effectiveness of multi-agent LLM coding across varied qualitative datasets, revealing key contextual and structural factors that mediate coding outcomes. We developed a literature-informed baseline pipeline that enables AI agents to independently code, debate, and reconcile disagreements. Results revealed that coding accuracy depends on factors such as codebook length, qualitative data similarity, and agent disagreement. Notably, intense and unresolved debates between agents led to higher accuracy. Our analysis showed that while LLMs emulate many human discussion behaviors, they lack adaptive responsiveness to context. From these findings, we offer design recommendations for building automated coding systems. Our open-source AI discussion dataset and methodological framework lay the groundwork for advancing the design of AI-mediated automated thematic analysis.

cs.HC