1. Introduction
The use of digital technology in training processes has been making unstoppable progress for years [
1,
2,
3]. Educational experiences that integrate the use of digital resources in the teaching–learning process are being developed at all educational levels; however, some have been used to a far greater extent than others. Consequently, there are a wide variety of digital-technology-assisted training experiences which have already been adopted as standard practice in numerous educational settings [
4]. We are referring to activities based on informative use of the Internet, multimedia resources, e-learning and b-learning, and so on [
5,
6,
7]. In addition to being used quite often in educational centers, they have been the subject of research with regard to how they can be utilized [
8]. Nevertheless, other innovative resources are less known and harnessed [
9,
10], including those associated with augmented reality (AR) and virtual reality (VR).
These are usually prototypes and experimental tests which progressively become rather significant, although they are not too detailed. Thus, we can find experiences in academic fields such as psychology [
11], engineering [
12], the humanities [
13], as well as education [
14], among others. In this broad field, applications aimed at academic disciplines related to the representation of space, such as geography and cartography, deserve special mention. In these fields, the possibilities of AR and VR as a resource for contextualized, place-based learning are manifold. In this sense, Klippel et al. [
15] have experimented with educational experiences based on the design of immersive virtual field trips (iVFT) as substitutes for real trips, which are often impossible to carry out due to lack of resources. This experience with iVFTs demonstrated positive learning outcomes and served as preparation for actual field site visits. The introduction of pseudo-aerial images, as well as improved image resolution, made a new spatial situation model possible, which contributed to the acquisition of new knowledge.
Of course, to achieve good results, it is necessary to have the right hardware and software, as Kersten et al. [
16] concluded in their study. They used different digital 3D models of a specific site, such as the Al Zubarah fortress in Qatar, at various resolutions. They demonstrated the influence of the amount of data and the hardware equipment on ensuring a smooth real-time visualization in a VR situation, and concluded that CAD models offer a better performance than mesh models. In the same vein, Dickman et al. [
17] concluded, but this time with respect to AR, that different techniques influence the visualization and perception of AR elements in 3D space.
When it comes to mixed reality (MR), experiences and investigations are scarcer [
18,
19]. In this case, mixed reality can generate a user experience with great—though little known—educational possibilities.
Additionally, it must be remembered that the current pandemic context has favored a rethinking of face-to-face teaching owing to healthcare limitations. Faced with such a situation, the use of new educational resources that are able to foster spatial diversification is an issue that needs to be dealt with [
19,
20]. As for this specific study, our intention consists of addressing the articulation of innovative digital technologies that make it easier to create “spaces” in the educational context, and more precisely, in the university environment.
In light of all the above, this study aims to facilitate knowledge acquisition and to develop university students’ competences through the use of MR. For that purpose, we examine an innovative proposal within post-graduate learning related to art. Its main contribution lies in the proposal of a not often used resource linked to digital transformation—namely MR—in relation to university training.
This study is structured as follows:
Section 2 deals with the theoretical background about MR via the concepts of AR and VR.
Section 3 provides the materials and methods: an in-depth description of the created objects, upon which the development of this research relies; and the data collection methods and analysis applied to those objects.
Section 4 explains the results obtained, both the direct ones and those derived from the posed hypotheses. Finally,
Section 5 includes the discussion and conclusions, along with the limitations and prospects for future research.
4. Results
In order for the outcomes to be more easily understood, we will firstly present those obtained through the application of the first part of the instrument relating to the TAM model, subsequently showing those corresponding to students’ assessment of the objects, and finally carrying out an analysis of the correlations between both of them.
As for the TAM model,
Table 3 lists the means and standard deviations obtained for the two used objects. It also offers the results referring to: (a) the instrument globally; (b) each of the dimensions shaping it; and (c) each of the items.
The values obtained allow us to point out that the students showed a high degree of acceptance of AR and VR technologies, revealing a highly favorable attitude towards their use (AR = 6.45 and VR = 6.48), and a strong agreement regarding their intention to use them (AR = 6.63 and VR = 6.68). Likewise, it was deemed appropriate to verify a set of hypotheses that we formulated as follows:
H1-H2-H3. The perceived ease of use may positively and significantly influence perceived enjoyment and perceived usefulness, as well as the attitude towards the use of learning objects produced in AR and VR.
H4-H5-H6. The perceived usefulness of learning objects produced in AR and VR is likely to positively and significantly affect perceived enjoyment and the intention to use them, as well as the attitude towards the use of learning objects in AR and VR.
H7-H8. Perceived enjoyment may positively and significantly influence both the attitude towards their use and the intention to use learning objects produced in AR and VR.
H9. The attitude towards their use is likely to positively and significantly affect the intention to use learning objects made in AR and VR.
These hypotheses also make it possible to check the validity of the model put forward by Davis [
58], for which Pearson’s correlation coefficient was applied, obtaining the values collected in
Table 4 below.
The values achieved provide evidence of positive correlations; thus, when one of them increases in a specific direction, the other one does so in the same direction, going from “low” levels (0.2 < r < 0.4) to “high” (0.6 < r < 0.8) or “very high” ones (0.8 < r < 1) [
72]. A special mention must be made of the relationship between “attitude towards their use” and “intention to use them” (AR = 0.787 and VR = 0.807).
The following hypotheses were posed in order to ascertain whether significant differences existed between the scores assigned by students to the objects produced in AR and VR:
Hypothesis 0 (null hypothesis):
no significant differences exist between the scores assigned by students to the objects produced in AR and VR in the various dimensions that shape the TAM model, with a 0.05 or lower alpha risk of our being wrong.
Hypothesis 1 (alternative hypothesis):
significant differences exist between the scores assigned by students to the objects produced in AR and VR in the various dimensions that shape the TAM model, with a 0.05 or lower alpha risk of our being wrong.
To that end, we applied the Student’s t-test and obtained the results offered in
Table 5.
The values obtained do not allow us to reject either of the formulated null hypotheses; we can consequently state that students show similar degrees of acceptance for both technologies, with no differences being perceived between them.
Seeking to delve deeper into the results achieved, we paid attention to the correlations established between the assessments given to the different objects in each dimension. For this purpose, we applied Pearson’s correlation coefficient and obtained the scores provided in
Table 6.
As can be seen, the correlations reached between both objects in each one of the dimensions can be considered “very high” and positive [
72], which would suggest a high level of similarity in the scores given by students to each one of the objects.
Regarding students’ assessments of the objects,
Table 7 provides the mean values and the standard deviations obtained in each instrument item, in the instrument globally, and in the three dimensions shaping it, for each of the utilized objects.
An initial analysis of the collected data leads us to emphasize the high score given by students to the different learning objects produced. More precisely, the mean scores were situated at 4.98 (AR) and 5.23 (VR) for the instrument total; at 5.13 (AR) and 5.23 (VR) for the dimension about technical aspects; and at 5.02 (AR) and 5.22 (VR) regarding ease of use. The best valued item in both objects was “using the produced resource was fun for you” (AR = 5.95 and VR = 6.0). It is additionally worth highlighting that the standard deviations achieved were not very high, which suggests a certain level of agreement in students’ assessments.
The following hypotheses were put forward in order to ascertain whether significant differences existed in students’ assessments of both objects:
Hypothesis 0 (Null hypothesis):
No significant differences exist in students’ assessments of the objects produced in AR and those produced in VR, with a 0.05 alpha risk of our being wrong, as both regard the scores assigned to the object globally, to its technical aspects, and to ease of navigation.
Hypothesis 1 (Alternative hypothesis):
significant differences exist in students’ assessments of the objects produced in AR and those produced in VR, with a 0.05 alpha risk of our being wrong, as both regard the scores assigned to the object globally, to its technical aspects, and to ease of navigation.
To that end, we once again applied the Student’s t-test and obtained the values offered in
Table 8.
The obtained values do not allow us to reject either of the formulated null hypotheses. We can thus point out that no significant differences exist, with a
p ≤ 0.05 alpha risk in students’ assessments of the different objects produced in AR and VR. Furthermore, as we had done previously, we paid attention to the correlations established between the assessments given to the different objects in each dimension. For this purpose, we applied Pearson’s correlation coefficient and obtained the scores provided in
Table 9.
Once more, as could be expected from the abovementioned results, the correlation between the scores assigned to the different objects can be considered very high [
72]. So as to check the existence of relationships between the different dimensions analyzed in the instrument, and between them in the two objects, we performed a Pearson’s correlation coefficient test (
Table 10).
As shown above, the obtained scores can be regarded as “very high”, which would suggest “very high” correlations between the instrument globally and the different dimensions shaping it, and between the dimensions themselves. The relationships found were very similar for both objects.
Finally, we present the results referring to the relationships which exist between the two broad dimensions examined in our study: degree of acceptance of the utilized technology; and assessment made by students about the two produced objects. Pearson’s correlation coefficient was used for that purpose, obtaining the scores corresponding to the globality of both instruments, which are collected in
Table 11.
The correlations found, which can be considered moderate, were weaker when they referred to the VR object. As for the specific dimensions, their correlations appear in
Table 12 below.
Moreover, in this case, the achieved scores resemble those for the instrument in its totality that were presented above.
5. Discussion
Our results follow other authors’ findings regarding the positive acceptance of AR and VR by our students [
17,
32,
63,
64,
65,
73,
74,
75]. Nevertheless, it is necessary for us to recognize that more coincidences were obtained with results that referred to AR than with those corresponding to VR, where research studies are less abundant, although their number has been growing lately [
76].
Regarding the technical and aesthetic aspects of the design of AR and VR objects and their link to user-friendliness, the results match those achieved in other studies on AR subjects [
69,
70]. In these studies, the assessments made by the students were also very positive, rating the objects as very attractive to them; thus, we concur with the results obtained by Jung et al. [
16]—although their work referred to the commercial context in art galleries—that the attitude towards AR was positive. Our research has also been linked to improved motivation, as have other similar studies [
77].
The findings concerning the absence of significant differences between AR and VR matches those few available studies where both technologies are compared [
78]. This leads us to stress, in accordance with Makransky, Petersen, and Klingenberg [
79], the need for further research on the investigation of VR objects.
The two sub-instruments used—both that of TAM and the one associated with object assessment—proved to have good reliability levels, which is in keeping with those obtained in other studies [
68,
80]. Moreover, their simplicity and quick administration makes the resulting instrument easy to use for students to assess the produced resources, and thus to ascertain the degree of acceptance created by the utilization of these technologies.
As explained above, AR and VR technologies are highly valued by experts for their incorporation into training [
81]; they are equally appreciated by students [
74] and are very significant, both when students become object producers [
82] and as Smart Learning Environments [
83]. Along these lines, it is worth stressing that the exploratory study was carried out in a real classroom situation, which allows us to state that both technologies can be implemented in formal training contexts. This is also indicated by Allcoat et al. [
84], where VR and MR are presented as suitable alternatives to traditional learning methods.
We researched certain artistic works located in an enclosed space in line with the work of Bekele et al. [
85] who addressed museum cultural heritage. Despite this limited space, our work process was analogous to others in terms of where open VR environments were constructed. An example of this is the interactive mapping approach to explore open urban landscapes by Edler et al. [
86] or the work of Giachero et al. [
87] on virtual gardening and intellectual disability.
In keeping with the results obtained by Lin et al. [
50] in a study where users chose the physical artistic form, our findings likewise suggest that these new realities reduce the gap between face-to-face and non-face-to-face formats; however, we need to improve the design of digitized objects, so that a stronger impact on the user’s experience can be achieved. In this sense, we concur with several studies [
16,
17], where the need to comply with certain technical requirements for software and hardware to offer quality immersive experiences was confirmed.
6. Conclusions and Limitations
We have used the TAM model [
60]. As indicated above, this model is based on theories of social psychology, including the theory of reasoned action and the theory of planned behavior. In general, these theories argue that human beings act rationally, so an analysis that studies these behaviors is possible. In our case, we proposed an experience based on AR and VR. These are emerging technologies, and it is necessary to establish what behaviors derive from their use. In this sense, we will ultimately be able to define new learning scenarios contextualized in today’s society.
As shown in the preceding pages, the use of AR and VR objects—i.e., MR objects—in university teaching aroused great interest among the students who took part in the study, and they also expressed a high degree of acceptance of the utilized technologies. All this leads us to conclude that the technology acceptance model developed by Davis [
60] proved effective in ascertaining the extent to which AR and VR technologies were accepted and as a tool to determine students’ future intention to use them.
More specifically, and with regard to the degree of acceptance, we must point out that no significant differences were found between the two objects, which suggests that students perceived that they were participating in a mixed reality experience, drawing no distinctions whatsoever between both resources and viewing the experience globally.
The importance of the design of AR and VR objects and its link to aspects such as the usability of these objects was also noted.
Although the scores given to the VR object were slightly better than those for the AR object, the differences were not statistically significant; hence our similar and positive assessment of both types of objects.
The limitations of our research are linked to the small sample size of the study and the absence of a control group. All respondents were in the same Master’s program and worked in groups; moreover, this is likely to be an incredibly biased source population. We would need to replicate the research in a larger group in order to reach definitive conclusions. We also consider it a limitation that we did not compare the results with a previously trained group; however, despite these limitations, this research provides results that can be used to promote the use of MR in learning.
The last reflections in this paper aim to promote possible future lines of research. Among those that stand out: replicating the research with students enrolled in the Degree in Fine Arts; adding a test to analyze academic performance among the information collection instruments; and extending object production to other areas of knowledge.