UXpedite Learning Design

The demands of contemporary everyday contexts have accelerated the deployment and adoption of emerging technologies, such as augmented reality, to enhance the learning experience. Traditionally, AR learning environments have been designed according to established instructional design principles. Now, it has become essential to update this approach by addressing the current demands of modern teaching and learning methods (eg, face-to-face and online learning) alongside technical issues related to augmented reality (eg, virtual scenarios). Additionally, the inclusion of software engineering methodologies can contribute to increased precision in the design process. In this sense, the current research presents a blended learning design model named UXpedite Learning Design, which integrates both instructional design and software engineering design approaches to facilitate the development of AR environments. The model comprises six phases: (i) needs assessment, (ii) ideation, (iii) prototyping, (iv) development, (v) technical testing, and (vi) user evaluation. A case study was conducted to demonstrate the implementation of the proposed model in developing the Virtual-Beat application, a tool designed to teach the interpretation of human vital sign measurements. Our tests indicate that using the Virtual-Beat application leads to slightly better learning outcomes compared with conventional classroom education, as evidenced by a statistically significant difference in examination scores between the experimental group (M = 7.53) and the control group (M = 7.08), t73 = 2.96, P = .004. Additionally, the User Experience Questionnaire completed by participants who used the application yielded positive results, highlighting a favorable overall experience (M = 1.465) and excellent attractiveness (M = 1.667). However, the assessment also identified a need for improvement in user interaction control. In conclusion, the findings suggest that the UXpedite Learning Design model shows promise for creating high-quality learning environments that align with the evolving needs of higher education.

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Publication Details

Journal
CIN Computers Informatics Nursing
Published
2025-03-24
DOI
https://doi.org/10.1097/cin.0000000000001301
Primary Topic
Augmented Reality Applications
Type
article
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article

UXpedite Learning Design

Carlos Lara-Álvarez, Héctor Cardona-Reyes, Alexis Edmundo Gallegos-Acosta
CIN Computers Informatics Nursing
Augmented Reality Applications
article

UXpedite Learning Design

Carlos Lara-Álvarez, Héctor Cardona-Reyes, Alexis Edmundo Gallegos-Acosta
article en

Abstract

The demands of contemporary everyday contexts have accelerated the deployment and adoption of emerging technologies, such as augmented reality, to enhance the learning experience. Traditionally, AR learning environments have been designed according to established instructional design principles. Now, it has become essential to update this approach by addressing the current demands of modern teaching and learning methods (eg, face-to-face and online learning) alongside technical issues related to augmented reality (eg, virtual scenarios). Additionally, the inclusion of software engineering methodologies can contribute to increased precision in the design process. In this sense, the current research presents a blended learning design model named UXpedite Learning Design, which integrates both instructional design and software engineering design approaches to facilitate the development of AR environments. The model comprises six phases: (i) needs assessment, (ii) ideation, (iii) prototyping, (iv) development, (v) technical testing, and (vi) user evaluation. A case study was conducted to demonstrate the implementation of the proposed model in developing the Virtual-Beat application, a tool designed to teach the interpretation of human vital sign measurements. Our tests indicate that using the Virtual-Beat application leads to slightly better learning outcomes compared with conventional classroom education, as evidenced by a statistically significant difference in examination scores between the experimental group (M = 7.53) and the control group (M = 7.08), t73 = 2.96, P = .004. Additionally, the User Experience Questionnaire completed by participants who used the application yielded positive results, highlighting a favorable overall experience (M = 1.465) and excellent attractiveness (M = 1.667). However, the assessment also identified a need for improvement in user interaction control. In conclusion, the findings suggest that the UXpedite Learning Design model shows promise for creating high-quality learning environments that align with the evolving needs of higher education.

CIN Computers Informatics NursingVol. 43(7)
Apple (Israel) (IL), China Guangzhou Analysis and Testing Center (CN), Mathematics Research Center (MX)
Quality Education
Openalex Percentile: Top 96%
Augmented Reality Applications
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