Augmented reality internet labs versus hands-on and virtual labs: A comparative study

Author(s):  
Shatha Abu Shanab ◽  
Salaheddin Odeh ◽  
Rami Hodrob ◽  
Mahasen Anabtawi
2014 ◽  
Vol 23 (6) ◽  
pp. 803-814 ◽  
Author(s):  
Marjorie Darrah ◽  
Roxann Humbert ◽  
Jeanne Finstein ◽  
Marllin Simon ◽  
John Hopkins

Author(s):  
Ana Villanueva ◽  
Ziyi Liu ◽  
Yoshimasa Kitaguchi ◽  
Zhengzhe Zhu ◽  
Kylie Peppler ◽  
...  

AbstractAugmented reality (AR) is a unique, hands-on tool to deliver information. However, its educational value has been mainly demonstrated empirically so far. In this paper, we present a modeling approach to provide users with mastery of a skill, using AR learning content to implement an educational curriculum. We illustrate the potential of this approach by applying this to an important but pervasively misunderstood area of STEM learning, electrical circuitry. Unlike previous cognitive assessment models, we break down the area into microskills—the smallest segmentation of this knowledge—and concrete learning outcomes for each. This model empowers the user to perform a variety of tasks that are conducive to the acquisition of the skill. We also provide a classification of microskills and how to design them in an AR environment. Our results demonstrated that aligning the AR technology to specific learning objectives paves the way for high quality assessment, teaching, and learning.


Author(s):  
J.E. Corter ◽  
J.V. Nickerson ◽  
S.K. Esche ◽  
C. Chassapis
Keyword(s):  

Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1752
Author(s):  
Hao-Chiang Koong Lin ◽  
Yu-Hsuan Lin ◽  
Tao-Hua Wang ◽  
Lun-Ke Su ◽  
Yueh-Min Huang

In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game.


2021 ◽  
Vol 9 (08) ◽  
pp. 140-149
Author(s):  
Parthasarathi a ◽  

Laboratory experimentation isan important ingredient of every undergraduate program in science education. The use of virtual and remote laboratories (VRLs) offers several benefits to students, teachers, and instructors. It can mitigate the high costs of procurement of apparatus in traditional labs and can support distance and blended learning. The recent outbreak of Covid-19 has resulted in isolating the students from labs which have made such online laboratories imperative even in the traditional offline education system. They offer a possible alternative to conventional hands-on labs. Such online mode imparts freedom to teachers as well as students to define their experimental goals and objectives. This paper tests the efficacy of the Virtual Labs platform for conducting simulated experiments onlinein the field of Optics. The learning outcome of the students who employ the same to simulate experiments online is analyzed. The main objective is to explore the limitations posed to the users of such an online lab platform in terms of designing the experimentsand visualization of the experiment results and offer suggestions to make such VRLs more efficacious, versatile, and user-friendly.


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