Table 1.
Element | Definition | Variable | Purpose |
---|---|---|---|
A
Attention |
Arouse the interest of students, maintain the attention of students, and stimulate the curiosity of students. | Learning interest | 1. Use the learning materials provided by mobile augmented reality (MAR) to arouse students’ interest in learning. 2. Observe students’ curiosity about the subject of learning, use time, and increase their concentration. |
R
Relevance |
Students develop relevant personal recognition based on the learning of new textbooks and past experience. | Teaching design and method | 1. Whether students are immersed in MAR to provide interior design learning. 2. Does the student affirm the learning experience with MAR as the teaching material? |
C
Confidence |
Arouse students’ expectations of success and positive attitudes towards students to help students build self-confidence. | Learning behavior | 1. Students must use MAR to master the steps of learning and be useful for learning. 2. Students use the confidence and concentration gained in MAR. |
S
Satisfaction |
Students’ satisfaction and sense of accomplishment in the experience and results of learning will enhance their self-learning effectiveness. | Learning satisfaction | 1. Use MAR to let students start self-learning, gain greater satisfaction and sense of accomplishment, and produce lasting learning interest. |