Evaluaciones de usabilidad en software con realidad aumentada en el ámbito educativo: un mapeo sistemático
Date
2024-02-15
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Pontificia Universidad Católica del Perú
Abstract
La Realidad Aumentada (RA) está ganando popularidad en los procesos
educativos debido a su reconocida eficacia para la enseñanza y el aprendizaje.
A pesar de numerosos estudios que han resaltado las tendencias, ventajas,
oportunidades y desafíos, la atención se ha centrado principalmente en el
impacto educativo de la Realidad Aumentada (RA), dejando de lado
evaluaciones específicas de usabilidad y experiencia del usuario (UX) en el
ámbito educativo, aspectos fundamentales para discernir la aceptación y la
implementación exitosa de la RA como herramienta de enseñanza y
aprendizaje. El objetivo de este trabajo es consolidar las distintas
investigaciones respecto a las evaluaciones de usabilidad realizadas a
aplicaciones con realidad aumentada pertenecientes al ámbito educativo,
identificar técnicas y métodos, niveles de educación y dispositivos utilizados
para realizar las pruebas.
Para este estudio se realizó un mapeo sistemático de la literatura, en el cual
se identificaron 1239 artículos y se seleccionaron 144 que implementan
métodos para evaluar la usabilidad de software con realidad aumentada, se
encontró que él 92% del total emplea encuestas y cuestionarios, tanto
estandarizados como personalizados, así mismo, el nivel de educación más
recurrente en los artículos fue el relacionado la educación profesional y el
dispositivo más usado para realizar las pruebas fue el Smartphone.
Augmented Reality (AR) is gaining popularity in educational processes due to its recognized effectiveness in teaching and learning. Despite numerous studies highlighting trends, advantages, opportunities, and challenges, the focus has primarily been on the educational impact of Augmented Reality (AR), with specific assessments of usability and user experience (UX) in the educational context often overlooked. These aspects are fundamental for discerning the acceptance and successful implementation of AR as a teaching and learning tool. The objective of this study is to consolidate various research on usability evaluations of augmented reality applications within the educational field, identify techniques and methods, education levels, and devices used for testing. For this study, a systematic literature mapping was conducted, identifying 1239 articles, of which 144 implemented methods to evaluate the usability of augmented reality software. It was found that 92% of the total used surveys and questionnaires, both standardized and customized. Additionally, the most recurring education level in the articles was related to professional education, and the most commonly used device for conducting the tests was the smartphone.
Augmented Reality (AR) is gaining popularity in educational processes due to its recognized effectiveness in teaching and learning. Despite numerous studies highlighting trends, advantages, opportunities, and challenges, the focus has primarily been on the educational impact of Augmented Reality (AR), with specific assessments of usability and user experience (UX) in the educational context often overlooked. These aspects are fundamental for discerning the acceptance and successful implementation of AR as a teaching and learning tool. The objective of this study is to consolidate various research on usability evaluations of augmented reality applications within the educational field, identify techniques and methods, education levels, and devices used for testing. For this study, a systematic literature mapping was conducted, identifying 1239 articles, of which 144 implemented methods to evaluate the usability of augmented reality software. It was found that 92% of the total used surveys and questionnaires, both standardized and customized. Additionally, the most recurring education level in the articles was related to professional education, and the most commonly used device for conducting the tests was the smartphone.
Description
Keywords
Tecnología educativa, Realidad aumentada, Programas para computadoras--Desarrollo