6. Conclusions
Experimental results and student feedback suggests that, although students in Taiwan are largely familiar with tablet computers, they are not accustomed to using digital products in outdoor environments for learning purposes. Due to the high cost of such equipment, the difficulty of requiring all learners to prepare devices with similar specifications, or parental resistance to the use of such products in learning, few students have actually used tablet computers for personalized learning in formal educational contexts. This study hopes that validation of the efficacy of the proposed system could prompt new attempts to find appropriate applications for such technology in education. Future work will apply the developed system and teaching model to more diverse themes, expand system usage to a wider range of ages, and promote the concept of integrating AR into experiential learning. The current study suffers from some limitations which may limit the generalizability of our findings. First, the learning content is only relevant for 7th graders and the findings cannot be generalized to other populations. Moreover, due to time and logistical restrictions, the experimental duration is limited to a single day, and a longitudinal follow-up study could more deeply explore interaction between learner emotion and the learning environment (Goleman, 2001).