TY - JOUR
T1 - Applying augmented reality to a mobile-assisted learning system for martial arts using kinect motion capture
AU - Hsu, Wen Chun
AU - Shih, Ju Ling
N1 - Publisher Copyright:
Copyright © 2016, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
PY - 2016/7/1
Y1 - 2016/7/1
N2 - In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of an image freely in a three-dimensional space, zoom in or zoom out the image, and adjust its playback speed. The experimental participants were divided into two groups, i.e., the experimental group (EG) and the control group (CG). The same coach instructed the EG through the 3D mobile-assisted learning system with AR capability while the CG was taught through a 2D video-based learning system on common mobile devices. Finally, a one-way ANOVA was performed to investigate the differences in learning performance between the two groups. Also, questionnaire surveys and interviews were conducted to understand whether the 3D free viewing angle of AR was helpful to cognitive learning of motor skills, learning motivation, learning satisfaction, and conditions of technology acceptance. It is expected that this findings herein will contribute to mobile-assisted learning and martial arts teaching in the future.
AB - In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of an image freely in a three-dimensional space, zoom in or zoom out the image, and adjust its playback speed. The experimental participants were divided into two groups, i.e., the experimental group (EG) and the control group (CG). The same coach instructed the EG through the 3D mobile-assisted learning system with AR capability while the CG was taught through a 2D video-based learning system on common mobile devices. Finally, a one-way ANOVA was performed to investigate the differences in learning performance between the two groups. Also, questionnaire surveys and interviews were conducted to understand whether the 3D free viewing angle of AR was helpful to cognitive learning of motor skills, learning motivation, learning satisfaction, and conditions of technology acceptance. It is expected that this findings herein will contribute to mobile-assisted learning and martial arts teaching in the future.
KW - Augmented reality
KW - Fitts' stages of motor learning
KW - Kinect motion capture
KW - Martial arts
KW - Mobile learning
UR - http://www.scopus.com/inward/record.url?scp=84975068650&partnerID=8YFLogxK
U2 - 10.4018/IJDET.2016070106
DO - 10.4018/IJDET.2016070106
M3 - 期刊論文
AN - SCOPUS:84975068650
SN - 1539-3100
VL - 14
SP - 91
EP - 106
JO - International Journal of Distance Education Technologies
JF - International Journal of Distance Education Technologies
IS - 3
ER -