scholarly journals Feasibility Analysis of Integrating Augmented Reality Application into Education System to Improve Students’ Learning Experience

2021 ◽  
Vol 1820 (1) ◽  
pp. 012174
Author(s):  
Kun-Shan Zhang ◽  
Chiu-Mei Chen ◽  
Wen-Yu Chang
2020 ◽  
Vol 44 (3) ◽  
pp. 144-153
Author(s):  
Zh. Kobdikova ◽  
◽  
T. Dujsenov ◽  
R. Dujsenova ◽  
E. Karayev ◽  
...  

The article raises the problems of the post-quarantine state of the education system at school, considers the organization of «inverted» distance learning in educational organizations, which can be useful in adapting to the extreme conditions of an urgent transition to distance learning. The types and methods of providing students with motivational materials for self-study of the topic and organization of feedback are described, an overview of educational p latforms, digital and distance technologies used is provided. The organization of distance learning in the form of simplified and updated versions is proposed, tools and an algorithm for the development and editing of video lessons are analyzed, the essence of the Augmented Reality application is described, which solves the problem of student involvement in the process of mastering educational material. In addition, ways of solving emerging problems of distance learning are given.


2021 ◽  
pp. 237-245
Author(s):  
Shinta Puspasari ◽  
Nazori Suhandi ◽  
Jaya Nur Iman

This paper presents the evaluation of Augmented Reality Application development for the educational purpose of Palembang cultural artefacts in Sultan Mahmud Badaruddin II (SMB II) Museum. The method applied in this study effectively developed an AR application to visualize the 3D object of SMB II Museum collections and created new digital 3D objects of Palembang cultural artefact which no longer exist. The digitization of the collection is an innovation that provides new culture learning experiences utilizing AR technology and also contributes to the preservation of Palembang cultural artefacts. Users can interact directly with these artefacts virtually which cannot be performed in the real environment but AR enabling it. In term of effectiveness and efficiency, some testing scenarios were performed. The results showed that the application could run its functionality as designed with time responsiveness for detecting marker was 0.599 seconds on average. App usability was also evaluated using the SUS method. The SUS survey score of 78.3 showed that the developed AR of the SMB II museum was acceptable by two variations of the millennial user. The augmented reality (AR) application is proposed as a medium to support the services of SMB II museum for education that effective improving users knowledge by 28.5% after using the App. The use of AR in the SMB II Museum leads to an enhanced interactive learning experience that promotes cultural heritage preservation in Palembang Indonesia.


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