scholarly journals A Pilot Study on the Use of Mobile Augmented Reality for Interactive Experimentation in Quadratic Equations

2015 ◽  
Vol 2015 ◽  
pp. 1-13 ◽  
Author(s):  
Ramón Iván Barraza Castillo ◽  
Vianey Guadalupe Cruz Sánchez ◽  
Osslan Osiris Vergara Villegas

Recent studies have reported that the inclusion of new technological elements such as augmented reality (AR), for educational purposes, increases the learning interest and motivation of students. However, developing AR applications, especially with mobile content, is still a rather technical subject; thus the dissemination of the technology in the classroom has been rather limited. This paper presents a new software architecture for AR application development based on freely available components; it provides a detailed view of the subsystems and tasks that encompass the creation of a mobile AR application. The typical task of plotting a quadratic equation was selected as a case study to obtain feasibility insights on how AR could support the teaching-learning process and to observe the student’s reaction to the technology and the particular application. The pilot study was conducted with 59 students at a Mexican undergraduate school. A questionnaire was created in order to obtain information about the students’ experience using the AR application and the analysis of the results obtained is presented. The comments expressed by the users after the AR experience are positive, supporting the premise that AR can be, in the future, a valuable complimentary teaching tool for topics that benefit from contextual learning experience and multipoint visualization, such as the quadratic equation.

Author(s):  
Luis Hernando Carmona-Ramírez ◽  
Vladimir Henao-Céspedes

<p class="0abstract">Augmented reality (AR) is an emerging technology that has permeated different spheres of life, one of them is education, and specifically the teaching-learning process at different educational levels and objects of study. For this reason, this paper presents the development of a learning model of quadric surfaces mediated by a mobile AR application and based on didactic engineering. The model was applied to a group of environmental engineering students of the Catholic University of Manizales. To obtain information on the use of the application and the learning results obtained, some intervention instruments were developed. The students stated that the use of AR allowed them to better understand the concepts of quadric surfaces, even more so in a time of pandemic by COVID-19, where education was highly measured by ICTs.</p>


2019 ◽  
Vol 5 (6) ◽  
pp. 78-91
Author(s):  
I Ketut Sadia ◽  
Gede Ginaya ◽  
Kanah Kanah ◽  
Wahyuning Dyah ◽  
Nyoman Mastiani Nadra

The 21st century has witnessed significant changes in the context of language teaching or learning as the world is increasingly globalized and digitalized. Therefore, students in vocational colleges are demanded to learn the skills to be able to survive and succeed in today’s world as both a local and global citizen. The objective of this study was to implement the role-plays’ technique of video recording to improve the student’s speaking ability. In conducting the research, there were two components expected to be improved, namely the teaching-learning process to be conducive and the students’ speaking scores. By applying classroom action research, data were collected in two cycles of learning. The result of the speaking test revealed that the students had made some progress, which was shown by the increase of students’ average speaking scores. The improvement of the scores was also followed by the increase of students learning interest and motivation in a conducive teaching-learning atmosphere.


2021 ◽  
Author(s):  
Domenico Brunetto ◽  
Ana Moura Santos

This work presents a set of student-centred activities that may help undergraduate students understand mathematics in their first year of a STEAM degree. In particular, the authors refer to the difficulties students meet in making connections between syntactic and semantic dimensions in learning mathematics, especially in Linear Algebra topics. The specific goal of this paper is to present and discuss how it can work in the case of linear transformations. This topic stands in the middle of every Linear Algebra standard course and is pivotal in many recent applications, such as computer graphics. The study describes the teaching-learning experience and reports the results of the first pilot study, which involves about 100 undergraduate Architecture students of Politecnico di Milano. One of the peculiarities of this work is its context since the class is composed of heterogeneous group of students, in terms of knowledge background and attitudes towards mathematics. The main findings of this paper are underlining how a student-centred strategy, based on asynchronous activities and synchronous class discussion, allows misconceptions to emerge and be appropriately addressed


2020 ◽  
Vol 10 (12) ◽  
pp. 376
Author(s):  
Jacks Fernandes ◽  
Ariel Teles ◽  
Silmar Teixeira

Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching–learning process may be hindered due to its abstract nature and the absence of three-dimensional models. In this sense, we implemented a mobile application with AR technology named NitLabEduca for studying the spinal cord with an interactive exploration of 3D rotating models in the macroscopic scale, theoretical content of its specificities, animations, and simulations regarding its physiology. To investigate NitLabEduca’s effects, eighty individuals with and without previous neuroanatomy knowledge were selected and grouped into control and experimental groups. Divided, they performed learning tasks through a questionnaire. We used the System Usability Scale (SUS) to evaluate the usability level of the mobile application and a complimentary survey to verify the adherence level to the use of mobile applications in higher education. As a result, we observed that participants of both groups who started the task with the application and finished with text had more correct results in the test (p < 0.001). SUS results were promising in terms of usability and learning factor. We concluded that studying the spinal cord through NitLabEduca seems to favor learning when used as a complement to the printed material.


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.


2019 ◽  
Vol 1 (1) ◽  
pp. 45-60
Author(s):  
Naveed Akram Ansari

Educational strategies are designed to cope with and fulfill the multifarious pedagogical and educational needs of teachers and learners. Moreover, no educational plan can possibly yield the required results without incorporating suitable instructive strategies. This research paper advocates the role and importance of schemas in learning new forms of knowledge and data in the perspective of class room teaching-learning. Cognitive approach is adopted to understand how students learn new forms of knowledge and experiences through different mental processes, quite unlike that of behaviorism. The concept of schema helps us understand how learners can link new pieces of information to the already existing knowledge in their minds. The notion of ‘Constructivist Approach’ has been extracted from the field of educational psychology for triangulation. Extracts are taken from the textbooks of English used in matriculation and intermediate through purposive sampling. Their analysis shows that schemas can play a vital role in enhancing the learning experience and making new forms of knowledge a permanent part of the memory of students which is the ultimate goal of education.


Sign in / Sign up

Export Citation Format

Share Document