Scoping the Window to the Universe; Design Considerations and Expert Evaluation of an Augmented Reality Mobile Application for Astronomy Education

Author(s):  
Panagiotis E. Antoniou ◽  
Maria Mpaka ◽  
Ioanna Dratsiou ◽  
Katerina Aggeioplasti ◽  
Melpomeni Tsitouridou ◽  
...  
Information ◽  
2020 ◽  
Vol 11 (3) ◽  
pp. 127 ◽  
Author(s):  
Maria Cristina Costa ◽  
António Manso ◽  
João Patrício

Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.


Author(s):  
Camacho Montellanos ◽  
Jose Luis ◽  
Macavilca Vasquez ◽  
Carlos Alberto ◽  
Herrera Salazar ◽  
...  

Author(s):  
Gabriele Minneci ◽  
Alice Schweigkofler ◽  
Carmen Marcher ◽  
Gabriele Pasetti Monizza ◽  
Tammam Tillo ◽  
...  

Author(s):  
Dennis R. dela Cruz ◽  
Jerico S.A. Sevilla ◽  
Joshua Wilfred D. San Gabriel ◽  
Angelica Joyce P. Dela Cruz ◽  
Ella Joyce S. Caselis

2021 ◽  
Vol 2111 (1) ◽  
pp. 012029
Author(s):  
Y M Nursita ◽  
S Hadi

Abstract The research aims to develop mobile learning media with augmented reality for electrical measurement instruments. The learner can use this application to improve their skills and knowledge about using electrical measurement instruments correctly. One of the essential skills for electricians is using voltmeter, ammeter, and ohmmeter. The result of measuring they can do some analysis about an issue or troubleshooting the electrical field. From the development research, was produced learning media application product was named ARAVO. ARAVO is an abbreviation of augmented reality of Ammeter, Voltmeter, and Ohmmeter. ARAVO helps learners and even lecturers to simulate the use of electrical measuring instruments by combining virtual objects such as multimeter with the real world. Thus will provide a more visible visualization of how to use electrical measuring instruments before they practice directly with actual measuring instruments. ARAVO is a mobile application that can run on the smartphone platform mobile Android. Into the development of this application must go through several stages before it is ready for use.


2019 ◽  
Vol 3 (3) ◽  
pp. 116
Author(s):  
Mardiana Mardiana

Kelompok Sadar Wisata (Pokdarwis) Cinta Bahari dibentuk oleh aparat Desa Pulau Pahawang Lampung sejak tahun 2013.  Akan tetapi rendahnya tingkat pendidikan anggota Pokdarwis membuat mereka sangat sulit untuk dapat mengembangkan potensi wisata pulau Pahawang. Pada tahun 2017, promosi wisata sudah dilakukan menggunakan Teknologi Informasi dan Komunikasi (TIK) dalam bentuk mobile application CintaBahari yang dikembangkan pada kegiatan Pengabdian Kepada Masyarakat (PKM) sebelumnya. Namun demikian masalah promosi ini masih harus terus ditingkatkan dan berkelanjutan, sehingga jumlah kunjungan wisatawan yang diperoleh dapat lebih maksimal. Solusi yang ditawarkan oleh Tim PKM ini adalah mengembangkan media promosi dengan menggunakan teknologi Augmented Reality (AR) yang menggambarkan objek wisata Pahawang secara real yang dikemas secara menarik dan atraktif. Teknologi AR dapat menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata. Selain itu, Tim PKM ini juga memberikan sosialisasi tentang penggunaan aplikasi AR tersebut dan pembagian poster dengan konten AR kepada masyarakat sebagai sarana mereka memberikan promosi kepada wisatawan yang datang. Metoda  yang  digunakan  dalam  pembangunan aplikasi menggunakan metode iterative development  yang disebut dengan Rapid Application Development (RAD) dengan tahapan : identifikasi masalah dan motivasi, menetapkan objek solusi, penerapan solusi dan pelatihan serta pelaporan hasil dan publikasi. Adanya aplikasi AR ini diharapkan dapat membuat peningkatan potensi wisatawan yang datang dan kembali datang lagi ke Pulau Pahawang melalui ketersediaan informasi yang lengkap dan menarik dalam bentuk AR. Sehingga secara langsung akan berdampak pada peningkatan pendapatan pokdarwis dan masyarakat Desa Pulau Pahawang pada umumnya.     Kata kunci: Augmented Reality, Cinta Bahari, Pokdarwis, Pahawang, Promosi


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