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Design and Assessment of a Mobile Augmented Reality-Based Information Delivery Tool for Construction and Civil Engineering Curriculum Arezoo Shirazi, S.M.ASCE 1 ; and Amir H. Behzadan, A.M.ASCE 2 Abstract: The goal of the research reported in this paper is to design and systematically assess the effectiveness of a collaborative context- aware mobile augmented reality tool (CAM-ART) in construction and civil engineering curriculum. To achieve this goal, an augmented reality (AR)-based information delivery tool, CAM-ART, was implemented in classroom-scale experiments to enhance traditional lec- ture-based instruction and information delivery methods. In the research reported in this paper, the contents of an ordinary textbook were enhanced using computer-generated three-dimensional (3D) objects and other virtual multimedia (e.g., sound, video, and graphs), and de- livered to students through an AR application running on their smartphones or tablet computers. The sample consisted of construction and civil engineering students, who were randomly assigned to Group A (control group) and Group B (test group). The designed learning tool was tested in a collaborative and interactive environment, preperformance and postperformance data was collected, and student perception of using the AR-based tool was elicited through a feedback questionnaire. Data analysis showed that CAM-ART had a measurable and positive impact on studentslearning both in short-term and long-term. Moreover, results of the feedback questionnaire indicated that students found CAM-ART to be an interesting, helpful, and motivational approach in the classroom that helped them gain more in-depth and long-lasting knowledge beyond what is normally expected from traditional lecture-based teaching methods. DOI: 10.1061/(ASCE)EI.1943-5541 .0000229. © 2014 American Society of Civil Engineers. Author keywords: Augmented reality; Engineering education; Construction and civil engineering; Curriculum; Assessment. Introduction Current State of Technology Integration with Higher Education Despite previous research that points out the importance and value of technology in increasing the quality of learning, many higher education institutions are still investigating and experimenting technology advancements in relatively smaller scales and have much to learn about the turnover of educational technologies (Green and Gilbert 1995). Researchers have discussed that learning should occur in a blended environment where traditional classroom practices are combined with technological learning solutions (DSouza et al. 2013). In contrast, the new generation of students is still being educated with old (and often outdated) teaching paradigms and methods (Beck and Wade 2006; Klopfer 2008; Prensky 2001) while they are growing up with information and communication technology (ICT) embedded in their daily lives. Compared to previous generations, the new technology savvy stu- dents handle digital information on a daily basis, are connected to others via mobile devices, work interactively, perform several tasks simultaneously, and play games in a more competitive and collaborative environment (Beck and Wade 2006; Kvavik and Caruso 2009). Researchers have suggested that instrumental aids are one of the effective ways of controlling human learning (Skinner 1954). A study conducted by Virginia Tech and University of Georgia on approximately 1,400 university instructors indicated that most of the instructors felt that classroom technologies had a positive influ- ence on their teaching and studentslearning. Respondents noted that technology has helped them deliver quality information, present more complicated examples to students, and enhance the engagement and attention of students in classroom activities (Brill and Galloway 2007). In another study, academicians showed a positive attitude towards ICT since it helped improve studentsin- tegration (Gülbahar 2008). Hence, providing a supplementary pedagogical tool in addition to teachersguidance would be an ideal solution to effective learning. One of the main questions that must be properly addressed when deploying a new technology in the classroom is that if students can potentially do the same activ- ities using this new technology (e.g., smartphones or tablet devices) does this also translate into better and more engaging learning with longer lasting results? To this end, an important issue is to use tech- nology in an effective and proper way. Todays students are always multiprocessing by simultaneously performing several tasks such as listening to music, talking on their cell phones, and using com- puters. Some researchers have argued that in contrast to the common belief, multiprocessing can in fact increase the attention span of students, if used properly (Brown 2000). Evidently and to support the prospect of situated and active learning (Brown et al. 1989; Lave and Wenger 1991; Lombardi 2007), mobile technolo- gies that enable the ubiquitous and customized delivery of informa- tion can enhance the ability to learn and understand instructional materials. Many such handheld devices allow users to overlay 1 M.S.C.E. Student, Dept. of Civil, Environmental, and Construction Engineering, Univ. of Central Florida, Orlando, FL 32816-2450. E-mail: [email protected] 2 Assistant Professor, Dept. of Civil, Environmental, and Construction Engineering, Univ. of Central Florida, Orlando, FL 32816-2450 (corre- sponding author). E-mail: [email protected] Note. This manuscript was submitted on December 19, 2013; approved on September 10, 2014; published online on October 15, 2014. Discussion period open until March 15, 2015; separate discussions must be submitted for individual papers. This paper is part of the Journal of Professional Issues in Engineering Education & Practice, © ASCE, ISSN 1052- 3928/04014012(10)/$25.00. © ASCE 04014012-1 J. Prof. Issues Eng. Educ. Pract. J. Prof. Issues Eng. Educ. Pract. 2015.141. Downloaded from ascelibrary.org by University of Central Florida on 07/06/15. Copyright ASCE. For personal use only; all rights reserved.
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Page 1: Design and Assessment of a Mobile Augmented Reality-Based ... · Design and Assessment of a Mobile Augmented Reality-Based Information Delivery Tool for Construction and Civil Engineering

Design and Assessment of a Mobile AugmentedReality-Based Information Delivery Tool for Construction

and Civil Engineering CurriculumArezoo Shirazi, S.M.ASCE1; and Amir H. Behzadan, A.M.ASCE2

Abstract: The goal of the research reported in this paper is to design and systematically assess the effectiveness of a collaborative context-aware mobile augmented reality tool (CAM-ART) in construction and civil engineering curriculum. To achieve this goal, an augmentedreality (AR)-based information delivery tool, CAM-ART, was implemented in classroom-scale experiments to enhance traditional lec-ture-based instruction and information delivery methods. In the research reported in this paper, the contents of an ordinary textbook wereenhanced using computer-generated three-dimensional (3D) objects and other virtual multimedia (e.g., sound, video, and graphs), and de-livered to students through an AR application running on their smartphones or tablet computers. The sample consisted of construction andcivil engineering students, who were randomly assigned to Group A (control group) and Group B (test group). The designed learning tool wastested in a collaborative and interactive environment, preperformance and postperformance data was collected, and student perception ofusing the AR-based tool was elicited through a feedback questionnaire. Data analysis showed that CAM-ART had a measurable and positiveimpact on students’ learning both in short-term and long-term. Moreover, results of the feedback questionnaire indicated that students foundCAM-ART to be an interesting, helpful, and motivational approach in the classroom that helped them gain more in-depth and long-lastingknowledge beyond what is normally expected from traditional lecture-based teaching methods. DOI: 10.1061/(ASCE)EI.1943-5541.0000229. © 2014 American Society of Civil Engineers.

Author keywords: Augmented reality; Engineering education; Construction and civil engineering; Curriculum; Assessment.

Introduction

Current State of Technology Integration with HigherEducation

Despite previous research that points out the importance and valueof technology in increasing the quality of learning, many highereducation institutions are still investigating and experimentingtechnology advancements in relatively smaller scales and havemuch to learn about the turnover of educational technologies(Green and Gilbert 1995). Researchers have discussed that learningshould occur in a blended environment where traditional classroompractices are combined with technological learning solutions(D’Souza et al. 2013). In contrast, the new generation of studentsis still being educated with old (and often outdated) teachingparadigms and methods (Beck and Wade 2006; Klopfer 2008;Prensky 2001) while they are growing up with information andcommunication technology (ICT) embedded in their daily lives.Compared to previous generations, the new technology savvy stu-dents handle digital information on a daily basis, are connected toothers via mobile devices, work interactively, perform several

tasks simultaneously, and play games in a more competitive andcollaborative environment (Beck and Wade 2006; Kvavik andCaruso 2009).

Researchers have suggested that instrumental aids are one of theeffective ways of controlling human learning (Skinner 1954). Astudy conducted by Virginia Tech and University of Georgia onapproximately 1,400 university instructors indicated that most ofthe instructors felt that classroom technologies had a positive influ-ence on their teaching and students’ learning. Respondents notedthat technology has helped them deliver quality information,present more complicated examples to students, and enhance theengagement and attention of students in classroom activities (Brilland Galloway 2007). In another study, academicians showed apositive attitude towards ICT since it helped improve students’ in-tegration (Gülbahar 2008). Hence, providing a supplementarypedagogical tool in addition to teachers’ guidance would be anideal solution to effective learning. One of the main questions thatmust be properly addressed when deploying a new technology inthe classroom is that if students can potentially do the same activ-ities using this new technology (e.g., smartphones or tablet devices)does this also translate into better and more engaging learning withlonger lasting results? To this end, an important issue is to use tech-nology in an effective and proper way. Today’s students are alwaysmultiprocessing by simultaneously performing several tasks suchas listening to music, talking on their cell phones, and using com-puters. Some researchers have argued that in contrast to thecommon belief, multiprocessing can in fact increase the attentionspan of students, if used properly (Brown 2000). Evidently and tosupport the prospect of situated and active learning (Brown et al.1989; Lave and Wenger 1991; Lombardi 2007), mobile technolo-gies that enable the ubiquitous and customized delivery of informa-tion can enhance the ability to learn and understand instructionalmaterials. Many such handheld devices allow users to overlay

1M.S.C.E. Student, Dept. of Civil, Environmental, and ConstructionEngineering, Univ. of Central Florida, Orlando, FL 32816-2450. E-mail:[email protected]

2Assistant Professor, Dept. of Civil, Environmental, and ConstructionEngineering, Univ. of Central Florida, Orlando, FL 32816-2450 (corre-sponding author). E-mail: [email protected]

Note. This manuscript was submitted on December 19, 2013; approvedon September 10, 2014; published online on October 15, 2014. Discussionperiod open until March 15, 2015; separate discussions must be submittedfor individual papers. This paper is part of the Journal of ProfessionalIssues in Engineering Education & Practice, © ASCE, ISSN 1052-3928/04014012(10)/$25.00.

© ASCE 04014012-1 J. Prof. Issues Eng. Educ. Pract.

J. Prof. Issues Eng. Educ. Pract. 2015.141.

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virtual data on real world views and thereby connect a virtual worldto real life situations (Klopfer and Squire 2008). In addition, thelarge capacity of most mobile devices to collect, store, and process(real world or simulated) data is one of the other great features thatmakes them well-suited for supporting a variety of learning activ-ities in different contexts and environments. Other advantages ofusing mobile devices particularly for educational purposes are theirportability, social interactivity, connectivity, and individuality(Klopfer et al. 2002). Most mobile devices also support the latestvisualization platforms such as augmented reality (AR), whichallows users to view the real world enhanced with computer-generated three-dimensional (3D) content.

Therefore, the research reported in this paper was motivated bythe idea of using mobile technologies in support of interactivelearning, to enhance student engagement, and ultimately to trans-form traditional instructional techniques. The authors designed acontext-aware mobile augmented reality tool (CAM-ART) andused it in an undergraduate construction and civil engineeringcourse to assess its pedagogical potentials in engineering education.Within this context, an ordinary paper-based lesson was trans-formed into a mobilized lesson, a term defined by Norris andSoloway (2008). In doing so, the goal was to make a transition froma more content-centered and teacher-centered instruction to a sys-tematic student-centered strategy that enables personalized andself-directed learning (Looi et al. 2009). The overarching goal ofthe research reported in this paper was to help students gain longer-lasting visual and conceptual knowledge, and to obtain a better andmore reliable understanding of how students perceive and interactwith classroom technology. In the longer term, the research re-ported in this paper will seek opportunities to expand its applicationdomain beyond construction and civil engineering and to otherscience, technology, engineering, and math (STEM) disciplines.

Supportive Learning Theories and Human LearningSystem

Learning is defined as a change in knowledge attributable to expe-rience (Schacter et al. 2009). According to Sawyer (2006), there areseveral contrasts between deep learning and traditional classroompractices that have dominated schooling for decades (Dewey 1959).Among those listed were the disconnection between class materialsand what students already know, and understanding ideas that arenot straight from the textbook. Prior to designing any learning tool,it is important to know how the human information processing sys-tem works. There are three fundamental principles in the science oflearning, also known as cognitive theories of multimedia learning(Feuer et al. 2002), as follows: (1) dual channels which states thatpeople have separate channels for processing verbal and visual ma-terials, (2) limited capacity which means people can process limitedamounts of material in each channel at any given time, and (3) ac-tive processing which indicates that meaningful learning occurswhen learners are engaged in appropriate cognitive processing dur-ing the learning process. The cognitive theory of multimedia learn-ing provides a basic description of how the human informationprocessing system works. As shown in Fig. 1, there are three differ-ent memory stores which are known as (1) sensory memory whichholds information in the same sensory format presented, has largecapacity, but lasts only for a very brief time; (2) working memorywhich holds information in an organized format, has limited capac-ity, and lasts for a short period of time; and (3) long-term memorythat holds information in an organized format, has large capacity,and lasts for long periods of time (Ebbinghaus 1964). In the re-search reported in this paper, CAM-ART allowed the informationto be received via verbal and visual senses, transferred from sensory

to working memory, and helped students integrate it with their priorknowledge and eventually transfer it to their long-term memory.

Moreover, according to several learning theories, metacognitionis also a critical factor in the learning process, which refers to thelearner’s knowledge of how to improve their own learning. Thisgoal is achieved when the learners know the best way they learn(awareness) and how they could control their learning (control)(Hacker et al. 1998). In the research reported in this paper, a pre-survey test was taken from 166 undergraduate students to gain abetter understanding of students’ awareness about their learningstyle (Vincent and Ross 2001) and obtain feedback about the po-tential of using technology and mobile devices as a learning tool inthe classroom. Results showed that students perceive visual infor-mation and technologies as an effective learning aid that can sup-plement traditional text-reading methods. Although such visualaids could also be provided through the use of simple slide presen-tations, the authors hypothesized that motivation could not be prop-erly stimulated by simply adding visual presentations to coursematerials. The previously mentioned learning theories combinedwith the critical role of motivation in learning was the underlyingreason behind selecting and using mobile AR as an innovativeapproach to combine traditional and technology-based course de-livery techniques into a single platform. The developed tool pro-vided a unique opportunity for students to use both their verbaland visual capabilities to learn better and more, as well as createda collaborative and interactive technology-based learning environ-ment in the classroom by allowing discussions and teamwork(Nivala et al. 2012).

Learning Theories and Constructivism

Constructivism is one of the fundamental learning sciences whichfocuses on two critical aspects of learning: (1) social, and (2) cul-tural (Von Glasersfeld 1995). The two central ideas of constructivisttheories are (1) learners are active in constructing their own knowl-edge, and (2) social interactions are important in the knowledgeconstruction process (Bruning et al. 2011). Vygotskiĭ emphasizedthat social interaction coupled with cultural tools and activity shapeindividual development and learning (Vygotskiĭ 1978). In psycho-logical (cognitive) constructivism, learning means individuallypossessing knowledge but in social constructivism, learning meansbelonging to a group and participating in the social construction ofknowledge (Mason et al. 2007). Vygotskiĭ combined both psycho-logical and social constructivism in the previously mentionedtheory. The prospect of combining individual and social construc-tivism also served as the backbone of the research reported in thispaper. In particular, using CAM-ART, students not only wereable to work interactively in groups and under the instructor’s

Fig. 1. Cognitive structure and information processing model

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supervision in class, but also could use the tool individually athome to review and reinforce the class materials. Psychologistswho emphasized the social construction of knowledge and situatedlearning, have affirmed Vygotskiĭ’s notion that learning is inher-ently social and embedded in a particular cultural setting (Cobband Bowers 1999). Situated learning emphasizes that learning inthe real world is different from studying in school. Situated learningis often described as enculturation or adopting the norms, behav-iors, skills, beliefs, language, and attitudes of a particular commu-nity. In the research reported in this paper, the community is otherstudents in the same class and in other words, a group of people thathas particular ways of thinking and doing. The learning takes placeby encouraging students to actively participate and use the tool(Greeno et al. 1996; Rogoff 1998). Researchers also listed collabo-ration as an effective learning method since it not only does helpstudents adjust to others at an emotional level, but also serves toclarify a person’s thinking and ultimately help the student becomemore coherent and logical (Ginsburg and Opper 1988). Studies alsohighlighted the importance of proper transfer of knowledge to thestudents so that they can benefit from what they learn and retaintheir skills for future applications in new situations (Schwartz et al.2005). Knowledge transfer across contexts is especially difficultwhen a subject is taught only in a single context (Bjork andRichardson-Klavehn 1989). When a subject is taught in multiplecontexts and includes examples that demonstrate wide applicationof what is being taught, people are more likely to abstract the rel-evant features of concepts and develop a flexible representation ofknowledge (Gick and Holyoak 1983). As a result, designing andimplementing an application to support multiple contexts can havea high impact on the learning process. Therefore, the authors alsoincorporated context-awareness into CAM-ART.

Research Methodology and Design

Mobile Augmented Reality and Education

Several researchers have reviewed the literature on technology andlearning and concluded that if properly used, it can have great po-tential to enhance student achievement and teacher learning. It hasbeen discussed that across people and situations, interactive simu-lations are more dominant for cognitive gain outcomes (Dede 1998;Vye et al. 1998; Yoon et al. 2012). Given that technologies for cre-ating and displaying virtual objects and virtual environments havebecome more accessible and easier to use, the authors were moti-vated to test the potential of such technologies in real classroomsand assess if students learn better by using their mobile devicesto gain access to contextual visual information relevant to thecourse material. There are four types of virtual-real environments:(1) pure virtual reality (VR), (2) augmented virtuality (AV), (3) AR,and (4) reality (Milgram and Kishino 1994). In VR, the surround-ing environment is completely digitalized. In AV, real objects areembedded into virtual ones. In AR visualization, 3D computer-generated objects and text are overlaid on top of the real world envi-ronment (Azuma 1997). Therefore, AR supplements reality ratherthan fully replacing it (Behzadan et al. 2008).

Although AR is not a new technology it still has a significantpotential for use in information delivery systems and more specifi-cally in education (Behzadan and Kamat 2013; Billinghurst 2002).Recently, several handheld AR learning systems have been devisedto explore the effectiveness of this technology in learning. Forinstance, Billinghurst (2002) proposed a handheld AR educationalapplication in which a virtual character teaches users about art his-tory. Moreover, AR has recently been introduced in new application

areas such as historical heritage reconstruction (Huang et al. 2009),training of operators of industrial processes (Schwald and De Laval2003), system maintenance (Henderson and Feiner 2009), andtourist visits to museums and historic buildings (Wojciechowskiet al. 2004). As far as engineering education is concerned, previousstudies used AR to enhance spatial abilities, an important compo-nent of human intelligence in math and geometry. For instance,Construct3D is a 3D geometric construction tool designed formathematics and geometry education (Kaufmann 2003). In anotherresearch, an educational AR application was used for mechanicalengineering teaching that allowed users to interact with 3D contentusing web technology and AR/VR techniques (Liarokapis et al.2004). In architecture and construction, there also have been muchwork aimed at using simulation and multimedia as well as digitalgaming to assist students to understand the components and proc-esses of building technology and sustainable design (Maldovan andMessner 2005; Messner et al. 2005; Vassigh 2003, 2008; Vassighand Herrera 2010). However, in construction and civil engineering,relatively few researchers have used AR-enhanced books and tab-letop AR for student learning and training (Behzadan and Kamat2012; Dong et al. 2013).

Background Presurvey

One of the reasons behind the increasing usage of AR in educationand learning is that conducting hands-on experiments provides theopportunity for situated learning that is more likely to be applied toreal world situations (Lave and Wenger 1991). AR can help com-bine the real world experience and the learning process, and thuscreate interactive and motivating learning experiences, which mayresult in more participation and group discussions even outside theclassroom. As mentioned previously, in the research reported in thispaper, a mobile context-aware AR tool called CAM-ART was de-signed and tested in an undergraduate course. Students were askedto use their handheld devices (i.e., smartphones or tablet com-puters) to receive context-aware virtual information about the ma-terials presented in an ordinary course textbook, while working ingroups in an interactive and collaborative setting. Through the useof mobile devices, the need for wearing bulky equipment such asAR head-mounted displays (HMDs) was also eliminated.

The first step of the project was to gain a more realistic under-standing about the background knowledge of students, how theyperceived the use of technology in the classroom, and what theythought about collaborative group work. Hence, a survey was con-ducted among 166 undergraduate (junior-level) students. In thissurvey, students (86% male and 14% female) responded to a multi-ple choice questionnaire regarding their prior knowledge about ARand VR, as well as how they felt about using an application on theirmobile devices while working in a group. The survey also high-lighted another interesting fact about the students by revealing thatmore than 90% of them owned a smartphone, a tablet device, orboth which is a clear indication of how technology is embeddedand plays an important role in students’ daily lives. These obser-vations also verified that a great majority of students (90%) definedthemselves as visual learners and more than 50% indicated thatthey would work better in a collaborative classroom setting. Thereare also other studies which verify that most engineering studentsare visual learners and learn better in more interactive learningenvironments (Dong et al. 2013; Felder and Silverman 1988).In addition, 24% of participants thought that compared to otherengineering disciplines, technology has been used less in construc-tion and civil engineering. In answering the same question, 58%were neutral which can be interpreted as an indication thatmany students do not have much idea about technology-based

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classrooms. Moreover, as shown in Table 1, initially 42% of stu-dents claimed that using a smartphone or tablet computer in class-room could be distracting which can be due to the fact that they didnot have the proper experience using these tools in support of learn-ing. The survey also revealed that more than 80% of students hadsome or a clear idea about VR, and more than 70% of them hadheard about AR but were not yet clear about it. These observationsalso proved the previous discussion that today’s students are morefamiliar with technology compared to previous generations.

Finally, in answering the survey questions, almost 80% ofstudents responded that they were very confident about installingand using a mobile application on a smartphone or tablet device.Moreover, as stated in Table 2, almost half of the participantsagreed that they were confident working in a group where eachperson could use their own mobile device. The results of this andother academic surveys (Dong et al. 2013; Felder and Silverman1988) support the idea that using an interactive and collaborativepedagogical tool in engineering education can enhance the learningquality, increase students’ visual and practical knowledge, and helpthem match course concepts to real world problems. The rest of thispaper contains a detailed description of the mobile AR learningsystem design, as well as the implemented assessment strategies,and results and discussion.

CAM-ART: System Design

Educational researchers and practitioners have long been advocat-ing the notion of 1∶1 computing, which means equipping studentswith personal mobile devices and enabling 24/7 access so that thedevices can mediate their classroom as well as out-of-classroomlearning (Friedel et al. 2013). Various studies have provided de-signs for supporting student inquiry-based learning using mobiletechnologies (Roschelle et al. 2007; Spikol et al. 2009; Squireand Klopfer 2007; Vavoula et al. 2009). In order to develop an ed-ucational application, technological, domain-specific, and peda-gogical aspects of the design have to be carefully considered.Context-aware systems featuring contextual data, engaging learn-ing experiences, and improved learning effects have been appliedto different learning activities (Cooper 1993). Dey (2001) definedcontext as contextual information about an entity, which may be a

person, a place, or a physical object. This information is consideredrelevant to the interaction between a user and an application. In theresearch reported in this paper, the context-aware mobile AR plat-form, CAM-ART was created using an open-source, third-party,web-based programming environment (Junaio 2012). Using thissystem-independent programming environment, the AR platformcould be implemented without any need to create programminglibraries (modules) and develop the entire mobile application fromscratch. Also, this environment was an ideal choice because itallowed for rendering and displaying visual information in CAM-ART by providing on-demand access to a remote data repository,which eliminated the need to install or download large visual con-tents at once on individual mobile devices.

Several researchers have listed key principles of a good educa-tional system design, as follows: (1) interaction, (2) empowerment,(3) awareness, (4) flexibility, (5) accessibility, (6) immediacy, and(7) minimalism (Cuendet et al. 2013). To have the most effectivedesign, these principles should be instantiated through a participa-tory design with the teacher and tested in the classroom. Therefore,the authors incorporated all these principles in CAM-ART to en-hance the quality of their pedagogical system. In particular, usingthe context-aware mobile AR application to display additional vis-ual information on top of the textbook pages coupled with theteacher’s knowledge of the subject matter provides empowerment(Item 2) and awareness (Item 3). Moreover, the ability to use thetool individually or in a collaborative group setting provides inter-action (Item 1) and flexibility (Item 4) in the design, by allowingstudents and teachers to work together to cope with varying levelsof knowledge within a group or between the groups. With regard toaccessibility (Item 5) and immediacy (Item 6), learners can immedi-ately access audio and video learning materials anywhere and atany time, and receive immediate response from the AR tool as longas their handheld devices are connected to internet and they havetheir textbooks in front of them. Finally, minimalism (Item 7) inboth the visualization features of the interface and the numberof available functionalities was consistently observed in the system.Therefore, the research reported in this paper integrated teachers,textbooks, handheld AR, and information technology to construct alearning environment, in support of all seven design parameterslisted previously.

Table 1. Results of the Background Survey Conducted to Learn about Students’ Attitude towards Using Technology in a Collaborative ClassroomEnvironment

Question Agree (%) Neutral (%) Disagree (%)

Using a smartphone or tablet computer in the classroom for the purpose of learning the coursematerial may be distracting

42 25 33

I am a visual learner. I learn better when the instructor uses 2D/3D visualization or multimedia toteach abstract engineering and scientific topics

90 7 3

Compared to other engineering disciplines, instructors in construction and civil engineering useless technology in classroom

24 58 18

I learn better when working in a collaborative setting, e.g., working in a team, where I play a rolein the learning process

52 29 19

Table 2. Level of Confidence among Students in Using a Mobile Device

How confident do you feel to do the following Very (%) Not very (%) Somewhat (%) Not at all (%)

Installing a mobile application on a smartphone or tablet device 79 2 17 2Using a mobile application on a smartphone or tablet device to get more informationabout a subject

81 2 17 0

Working in a group where each student is using their own device to play acollaborative game related to the course topic

49 9 38 4

© ASCE 04014012-4 J. Prof. Issues Eng. Educ. Pract.

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In the AR platform used in the research reported in this paper,an AR experience based on augmented reality experience language(AREL) consists of a static part, AREL extensible markup lan-guage (XML) which defines all the content and links, and a dy-namic part, AREL JavaScript, which defines the interactions andbehaviors of individual objects or the entire scene. The ARELhas been used in Junaio and runs on both Android and iOS oper-ating systems. An AREL package consists of the following com-ponents: (1) static XML for content definition, (2) Javascript logicto define interactions, and (3) content (that includes 3D objects,images, movies, and other multimedia). Using these components,end-user and server communicate over a wireless internet (Wi-Fior 3G-4G) and the developer exchanges data with the server overhypertext transfer protocol (HTTP). All data processing andtransfer methods used in CAM-ART were programmed in the

hypertext preprocessor (PHP) language. The sequence diagramof CAM-ART is presented in Fig. 2. Before students study thecontents of their textbooks, they use the built-in camera of theirweb-enabled handheld devices to scan a quick response (QR) codeon the cover of the book.

Next, as they move their handheld devices over the imagesof the book, 3D computer generated and other multimedia(e.g., videos, sounds, and images) appear on top of the textbookimages (Fig. 3). For instance, as shown in Fig. 3(c), after the in-structor described how a split spoon sampler is used to take samplesfrom the ground and showed the image of the book to the students,students could use CAM-ART to watch a real video of how exactlythe task takes place on the jobsite. Displaying detailed two-dimen-sional (2D) images over the images of each drill bit such as dia-mond drill, rotary bit, and cross-chopping bit, as well as 3Dmodels of the hand-operated augers are among other examples usedfor this scenario. Students can also collaboratively work with theirpeers to discuss the delivered information. The ability to use multi-ple devices at the same time in a group enhances participation andencourages interaction between group members. It also enablesteachers to form teams of students and easily implement the toolin the classroom by asking students to use their own mobile devicesat no additional cost.

Assessment Techniques

After properly designing the overall pedagogical framework andimplementation strategies, the next step was to test the methodol-ogy in a classroom-scale setting by allowing students to experiencewith the newly developed technique, observing and collecting theirperformance data, and evaluate if any improvement to the learningprocess was evident. One of the challenges in educational researchis generating assessment exercises that yield evidence enoughto draw valid conclusions and interpretations about student learning

Fig. 2. Sequence diagram of CAM-ART

Fig. 3. (a) Scanning the QR code using a handheld device; (b) tracking images of the book to receive visual information; (c) snapshots of virtualcontent displayed over the textbook images

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(Sackett 1987). In order to address this challenge, a two-stageimplementation procedure was used, as follows: (1) Stage 1 in-cluded single classroom testing of the pedagogical techniques,and (2) Stage 2 will include a collaborative effort among severaluniversities and will assess the benefits of the developed learningtool in multiple courses (using larger and more diverse student pop-ulations). During Stage 1, the authors implemented CAM-ART inan undergraduate construction methods course offered every springsemester. In particular, as listed in Table 3, two mystery lectureswere included in the course calendar and three different assessmentsteps were deployed.

Students (88% male and 12% female) were randomly dividedinto two groups (Groups A and B). Group Awas used as the controlgroup and asked to attend the first mystery lecture, and Group Bwas used as the test group and asked to attend the second mysterylecture. The two lectures were identical in terms of learning objec-tives and learning material, and differed in that only one allowedstudents to use CAM-ART. Students in both groups were not toldahead of time what to expect. This was essential to make sure thatthey came to class with minimum bias. However, as discussed pre-viously, they were all given a presurvey questionnaire about 1 weekprior to mystery lectures so that basic information (e.g., gender andprogram of study) as well as information about their level of famili-arity with technical terms (e.g., VR and AR) and possession of cer-tain tools (e.g., computers, tablets, and smartphones) could becollected. Each student was also assigned an identification (ID)number and the collected information was used to properly assigneach student to either group. The topic of the lecture was selectedto be construction site investigation. Group A (control group) onlyattended the first mystery lecture where material was deliveredusing conventional instruction methods including computer

slides, lecture notes, and textbook. Students in this group werealso allowed to discuss about the topics and visual informationthat they received during the lecture. Group B (test group), onthe other hand, attended the second mystery lecture where the sametopic was delivered using the CAM-ART. Group B was further di-vided into teams and each team was allowed to interact with thedesigned features of the CAM-ART on their own tablets or smart-phones (Fig. 4).

As previously stated, an important implementation issue in theseexperiments was to establish appropriate techniques and guidelinesto effectively assess the benefits of the new tool, and analyze itsimpacts on the learning process. To achieve this, and consideringdifferent aspects and limitations of available assessment tech-niques, the authors selected and used nine different classroomassessment techniques (CATs) as introduced by Angelo andCross (1988) to systematically evaluate if the new learning plat-form has real practical benefits when used in classroom settings.The nine selected CATs included (1) background knowledgeprobe, (2) memory matrix, (3) categorizing grid, (4) definingfeatures matrix, (5) approximate analogies, (6) course-relatedself-confidence surveys, (7) punctuated lectures, (8) teacher-designed feedback forms, and (9) group-work evaluations.Detailed descriptions of these CATs can be found in Angeloand Cross (1988).

Data Analysis and Results

Using the selected CATs, three similar assessment tests were givento each participating student both before and after the class, as wellas 1 month later during the final course exam. To compare the re-sults statistically, the p-value test was conducted. The p-value testis a statistical significance testing method which calculates theprobability of obtaining a test statistic result at least as extremeas the one that was actually observed, with the assumption thatthe null hypothesis is true (Mendenhall and Sincich 1995). In thisexperiment, the null hypothesis was that both groups performedsimilarly. As shown in Table 4, in the posttest and long-term test,the mean grade and the standard deviation (SD) of the grades forboth Groups A and B are very similar (p-value ¼ 0.358 and 0.38,

Table 3. Calendar of the Control and Test Group Experiments

Task Date

Presurvey questionnaire Tuesday, March 26, 2013Group A mystery lecture: prelecture test at the beginning of the lecture, deliver conventional lecture, and postlecture test atthe end of the class

Tuesday, April 2, 2013

Group B mystery lecture: prelecture test at the beginning of the lecture, deliver lecture using the newly developedpedagogical tool, and postlecture test at the end of the class

Thursday, April 4, 2013

End of semester test: give the same test simultaneously to all students without their prior knowledge in about 1 month afterthe mystery lectures, at the final exam

Tuesday, April 30, 2013

Fig. 4. Students working collaboratively in groups using multipledevices

Table 4. Statistical Analysis of Results Obtained from Pretest, Posttest,and Long-Term Test (Mean and Standard Deviation)

Group

Pretest Posttest Long-term test

MeanStandarddeviation Mean

Standarddeviation Mean

Standarddeviation

Group A(control)

7.75 2.66 12 2.39 11.13 2.42

Group B(test)

5.25 2.96 12.5 2.33 11.63 3.16

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respectively). However, considering the pretest results, it is evidentthat Group A (control group) had a stronger background knowledgeabout the course topic compared to Group B (test group) with ap-value of 0.045 which is smaller than the predeterminedsignificance level of the p-value test called alpha (alpha ¼ 0.05).The grades were out of 18 (Table 4).

The Mann-Whitney test, which is a nonparametric statistics test,was used to compare the results. The null hypothesis in this testconsiders similarity of the two populations while the alternativehypothesis considers the other way, especially when the particularpopulation tends to have larger values than the other (Mendenhalland Sincich 1995). The data used to conduct the Mann-Whitneytest is presented in Table 5 and the results are presented in thesubsequent subsections.

Comparison of Pretest and Posttest Results

In order to compare the results, the authors used the improvementpercentage between each two tests. Eq. (1) was used to determinethe improvement percentage for each student

Improvementð%Þ ¼ Posttest grade − Pretest gradePretest grade

× 100 ð1Þ

The following are the results of the Mann-Whitney test andconfidence intervals (CIs) for Groups A and B.

Group A median: 38.1Group B median: 100.0Point estimate for ETA1-ETA2 is −61.9The 95.7% CI for ETA1-ETA2 is (−150.0, 20.0)Test of ETA1 ¼ ETA2 versus ETA1 > ETA2W ¼ 49.0, cannot reject since W is <64.0

In these calculations, ETA refers to the median and W is theWilcoxon rank sum test statistic. According to the results, the nullhypothesis which states that values in Group B are larger than theones in Group A cannot be rejected.

Comparison of Pretest and Long-Term Test Results

Similar to the previous case, the Mann-Whitney test was performedto compare the improvement between pretest and long-term testresults. The improvement percentage was calculated accordingto Eq. (2)

Table 5. Improvement Percentage Values Calculated for Comparing thePretest and Posttest, As Well As Pretest and Long-Term Test for BothExperiments

Pretest and posttest Pretest and long-term test

Regular AR Regular AR

33 44 17 2225 100 17 44−10 140 −6 39120 63 33 28220 100 61 22120 225 33 5043 250 17 5633 100 17 61

(a) (b)

(c)

Fig. 5. Student responses to sample statements from the postexperiment questionnaire: (a) describe the impact of CAM-ART on your learning;(b) how do you rate your learning experience today; (c) how likely is it that you recommend this tool to other schoolmates and instructors?

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Improvementð%Þ ¼ Long-term grade − Pretest gradePretest grade

× 100 ð2Þ

The following are the results of the Mann-Whitney test andconfidence intervals (CIs) for Groups A and B.

Group A long-term median: 38.1Group B long-term median: 77.8Point estimate for ETA1-ETA2 is −35.5The 95.7% CI for ETA1-ETA2 is (−106.7, 17.9)Test of ETA1 ¼ ETA2 versus ETA1 > ETA2W ¼ 51.0 cannot reject since W is <64.0

Again, the null hypothesis which states that values in Group Bare larger than the ones in Group A cannot be rejected. The ob-tained values indicated a statistically significant difference betweenthe improvement percentages of the group that carried out CAM-ART in the classroom (Group B). Consequently, an evaluationquestionnaire was also given to Group B participants to evaluatetheir attitude towards using CAM-ART. The results of this ques-tionnaire are discussed next.

Evaluation

At the end of the experiment, Group B students answered an evalu-ation (feedback) questionnaire regarding their attitude towards us-ing CAM-ART and its impact on their learning experience. Resultsshowed that students felt more interested in and motivated towardsthe topic, and mentioned that they experienced a much more inter-active learning environment compared to traditional and lecture-based techniques. However, a few students mentioned that theyhad difficulty working simultaneously with CAM-ART and con-centrating on the lecture. All in all, the majority of students inGroup B were satisfied with the new AR learning tool. Fig. 5(a)shows student responses with regard to the impact of the CAM-ART on their learning experience. In addition and as shown inFigs. 5(b and c), the responses given to two five-point Likert scalequestions revealed that most students rated the CAM-ART as ahighly effective and highly recommended tool for use in otherclasses and by other instructors.

Another interesting observation obtained by analyzing theresults was that students who used CAM-ART left fewer blankanswers in both postlecture and final test compared to their prelec-ture test. As seen in Table 6, the total number of blank answersdecreased by 45.8% in posttest and 47.2% in long-term tests forGroup B students, almost twice the same measure for Group A stu-dents (24.3% for posttest and 20.8% for long-term tests). A non-blank answer is not necessarily a correct answer. However,knowing that Group A students started with a higher prior knowl-edge (less blank answers compared to Group B students), eventu-ally Group B caught up and ended up leaving less blank answers inthe long-term period. This was perceived as a good indicator thattest Group B gained more self-confidence and better technicalknowledge after using CAM-ART.

Discussions and Conclusions

Taking into account the results of performance data analysis, it canbe concluded that CAM-ART has exhibited a high potential for useas an effective pedagogical tool to supplement the traditional class-room setting and ordinary textbooks. However, one should not losesight of the potential pitfalls of using technology in the classroom.For instance, Dede and Barab (2009) mentioned in their experi-ments that teachers and students found AR tools interactive, situ-ated, collaborative, and highly engaging. However, they mentionedthat while AR provided potentially transformative added value, itsimultaneously presented unique technological, managerial, andcognitive challenges to teaching and learning. This immersive in-terface thus illustrates both considerable potential and complexchallenges to implementation. Hence, all of these strategies shouldengage learners as active participants in their learning by focusingtheir attention on critical elements, encouraging abstraction ofcommon themes or procedures (principles), and evaluating theirown progress toward understanding.

The goal of the research reported in this paper was to design,implement, and systematically assess a context-aware mobileAR tool for construction and civil engineering. In particular, anordinary textbook was enhanced using 3D and multimedia virtualinformation. The developed AR tool was used in an undergraduate-level course to test and evaluate its impacts on and benefits tostudents’ learning. The findings from the research reported in thispaper suggested that CAM-ART can provide better learning sup-port capabilities for barrier removal between students and technol-ogy in education. In addition, it provided an interactive workspaceand encouraged collaboration and interaction between students andcourse contents by immersing participants in a multimedia-enabledlearning environment. Future work will include collaborationamong several universities to assess the benefits of CAM-ARTin multiple courses using larger and more diverse student popula-tions. Moreover, the authors are working on adding simulation andlocation-based capabilities to CAM-ART to be able to use it in amore interactive platform that supports playing simulated gamesdesigned to introduce students to complicated scenarios and prob-lems. Research has shown that this can be an effective and engagingway to prepare students for real world experiences (Lindgren andSchwartz 2009; Ritella and Hakkarainen 2012).

Acknowledgments

The research reported in this paper has been supported in part bythe Engineering Information Foundation (EiF) through Grant13.02. The authors gratefully acknowledge the support from theEiF. Any opinions, findings, conclusions, and recommendationsexpressed in this paper are those of the authors and do not neces-sarily reflect the views of the EiF.

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