Summary: | As advanced technology emerges into learning, learning behavior has changed from printed books to e-books with diversified teaching plans, such as picture E-books. Although past research regards picture E-books as successful and effective for children, some studied have reported that the electronic feature may negatively affect children. Briefly, as children are attracted by the games or sounds in electronic books, this paper intends to fill the gap with the augmented reality (AR) technology. The imaginative capability is an important factor to stimulate potential and inspire creativity. The research field of imaginative capability is a critical element of the effect student creativity development in the future; however, to the best of our knowledge, little attention has been focused on imaginative capability with technology, to say nothing of learning in ubiquitous learning environments. To cope with this problem, this paper aims to present a picture E-book based on the AR technology and learning theories to build a learner-centered u-learning environment, and examines how to inspire students' imaginative capability in three ways: text-based traditional learning, picture-based traditional learning, and picture E-books with the AR technology-in order to determine the differences of students' learning motivations and imaginative capabilities.
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