scholarly journals User Satisfaction for an Augmented Reality Application to Support Productive Vocabulary Using Speech Recognition

2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Nurhazarifah Che Hashim ◽  
Nazatul Aini Abd Majid ◽  
Haslina Arshad ◽  
Waqas Khalid Obeidy

The aim of this paper is to evaluate user satisfaction based on System Usability Scale (SUS) questionnaire on Augmented Reality (AR) application for productive vocabulary using speech recognition. There is still lack of research focus on user satisfaction towards the use of AR-based app using speech recognition for vocabulary learning in early education. The first objective of this paper is to develop an AR application for children using speech recognition to enhance productive vocabulary learning that integrates visual script (orthography) and audio (phonology). The second objective is to evaluate and identify the user satisfaction in enhancing productive vocabulary methods by combining AR technology and speech recognition to the parents and teachers by doing a mixed method testing such as questionnaire and interview. To achieve this, an interview session was conducted with the experts and SUS questionnaire was given to the teachers and parents of the student to evaluate user satisfaction. The results show that the research hypotheses of this study were successfully achieved. It revealed that the teachers and students were satisfied with the application based on SUS score (SUS score > 68). Since the total SUS score is 80.3, which is above average, it shows that they were satisfied with the overall application. Apart from that, the mean of the usability study based on questionnaire also shows that the users have found that this application is usable in terms of learnability study and that this application is easy to use.

Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2015 ◽  
pp. 1084-1101
Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2021 ◽  
Author(s):  
Chiew Jin Hong ◽  
Aun Naa Aun Sung

Abstract Augmented Reality (AR) in the assembly process will improve the user's experience by providing interactive instructions in real time. However, no previous application of AR guided assembly for laptops with a high level of assembly complexity has been developed. The research aims to develop an AR guided assembly application to provide instruction on the assembly of a laptop. The assembly complexity of the laptop was also investigated. The development of the AR application involves the creation of model target, 3D models and animations, and the development of user interface. The laptop assembly consists of ten steps. Each step comprises animated 3D models and text detailing the assembly instructions. Speech recognition has been used to navigate the assembly sequence. The AR application has successfully been developed for laptop assembly with an assembly complexity of 6.63. With the developed application, the performance of the laptop assembly can be accelerated.


2020 ◽  
Vol 3 (3) ◽  
pp. 186-193
Author(s):  
Budi Arifitama

Augmented reality in Indonesia has been widely used as a media aids in teaching in the classroom, to enhance a better learning interaction between teachers and students. Students can learn independently by observing augmented reality objects that are developed without the need to be guided. Unfortunately developing an augmented reality application takes a lot of effort especially for teachers, there are not many teachers who can develop an augmented reality application. Based on these problems, through the APSI organization, community service activities were carried out in the form of training on making 3D models based on augmented reality which was attended by representatives of 15 teachers from Jadebotabek. The training activities were divided into 3 sessions, namely the first session through the lecture method, the second session the guided tutorial method and the last session with training. The results of the implementation of this training are the teacher is able to make augmented reality applications independently and is able to make augmented reality based hydrological teaching aids that can be used to enrich learning in the classroom.


2019 ◽  
Vol 16 (4) ◽  
pp. 392-406 ◽  
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques

Purpose The purpose of this paper is to present a survey study that analyzes mobile learning through students’ opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring it in formal and non-formal educational contexts. Design/methodology/approach This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the second or third cycles of basic education. The acknowledged advantages and difficulties of the use of mobile devices for learning, as well as the educational value and usability of a specific mobile learning strategy, using the EduPARK app and game, were analyzed. Findings Results revealed that most students owned a mobile device and were able to use them to learn. They had a positive perspective regarding mobile learning and valued the advantages of being easy to find up-to-date information, motivating for learning and easy to carry along. Difficulties are related to the use of mobile devices, such as requiring an internet connection, its slowness and prohibition of mobile devices in schools. The EduPARK game achieved an average educational value scale of 83.8 and an average system usability scale of 80.2, indicating its high educational value and usability for students. Originality/value This paper presents empirical evidence regarding the effectiveness of the integration of mobile game-based augmented reality approaches in basic education to promote students’ learning. It also includes an example of excellent cross-subjects educational materials comprising a very useful tool for teachers and students to explore scientific knowledge by accessing appealing information on biological and historical references of a local urban park.


2019 ◽  
Vol 12 (3) ◽  
Author(s):  
Malek El Kouzi ◽  
Omar Bani-Taha ◽  
Victoria McArthur

In this paper, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks with our app. Furthermore, the design of ARPAC can be mapped easily onto other subjects, providing teachers with additional pedagogical tools to utilize in the classroom. Preliminary results of a usability study support our initial design of a textbook-driven AR application to support learning in science subjects.


Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


Author(s):  
Imam Tahyudin ◽  
Dhanar Intan Surya Saputra

As a form of innovation in a promotion media Tourism Objects in Indonesia especially at Purbalingga District, one is through Mobile Augmented Reality (MAR). The utilization of technology application of MAR, give the impression of interactive and real towards an object tourism and provide a special experience for tourists to get the information completely including the tourism location. To deliver care facilities to users, we need the evaluation to development or improvement for next application. The method used in this research is evaluation of user satisfaction towards the multimedia elements. The result of MAR user satisfaction showed that almost all respondents are well satisfied.


2020 ◽  
Vol 10 (21) ◽  
pp. 7868
Author(s):  
Ioannis Paliokas ◽  
Athanasios T. Patenidis ◽  
Eirini E. Mitsopoulou ◽  
Christina Tsita ◽  
George Pehlivanides ◽  
...  

Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.


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