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Web-based Learning Solutions for Communities of Practice

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Visualising the Invisible in Science Centres and Science Museums<br />

Figure 11. Raven Test. An example <strong>of</strong> the standardised test item. Raven 2000; Series 3.<br />

monitored the usability by applying the so called<br />

HCI-evaluation method which provides a specific<br />

feed-back with regard to the subjective feelings<br />

related to the technical usability, psychological<br />

usability, and the learning experience.<br />

RESULTS AND DISCUSSION<br />

Usability<br />

A major character <strong>of</strong> any virtual and especially<br />

Augmented Reality technology lies in its’ overwhelming<br />

effect as visual experience . Especially<br />

<strong>for</strong> a first time, user mostly find the tool effective<br />

and exiting, but may also feel frightened or<br />

physically unpleasant. A usability evaluation by<br />

a questionnaire and interviews (n: 78 students)<br />

revealed the following details:<br />

The students experienced the Combination<br />

<strong>of</strong> Real & Augmented reality fascinating (mean<br />

5,23; scale 1-7). However, the feed-back could<br />

have been even higher. The teenagers did not feel<br />

it “very cool”.<br />

The Technical usability did receive high scores<br />

(mean 8,44; scale 1-10). The best score (9,2) was<br />

by the item “dryness in eyes” and even the lowest<br />

“visual fatigue” was as high as 7,9.<br />

The Psychological usability (mean 6.92; scale<br />

1-10) was not as advantaged as the technical solutions.<br />

The lowest score (6.6) was received by<br />

the item frustrating – satisfying. Meanwhile the<br />

best feed-back was given to the item terrible –<br />

wonderful (7.2).<br />

The overall results indicated that the students<br />

liked the experience and their situation motivation<br />

was positive to start the testing <strong>of</strong> the equipment.<br />

Especially the technological com<strong>for</strong>t was at least<br />

adequate.<br />

In all the tests above the younger students (aged<br />

11-13 y) gave clearly higher scores about the AReffect<br />

than the older students (aged 14-15 y). The<br />

difference was in all aspect – Real & Augmented;<br />

Technical; Psychological - statistically significant<br />

(p< .05). No statistically significant gender differences<br />

were found. This is an important result<br />

because very <strong>of</strong>ten the high-tech or ICT-solutions<br />

are classified as male activities.<br />

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