scholarly journals Evaluating system usability of mobile augmented reality application for teaching Karnaugh-Maps

2022 ◽  
Vol 9 (1) ◽  
Author(s):  
Rubina Dutta ◽  
Archana Mantri ◽  
Gurjinder Singh

AbstractThe education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual understanding and better instructional content. While learning through the immersive tools, system usability has great importance in terms of effectiveness, efficiency, and satisfaction. Effectiveness refers to users' accuracy and completeness in achieving defined goals; efficiency relates to expended resources about the precision and completeness with which users achieve their objectives; satisfaction deals with a positive attitude towards using the product. If the system fails to provide good usability, it may cause adverse effects such as increasing stress, lacking necessary features, increasing the users' cognitive load, and negatively impacting the student's motivation. In this study, two mobile augmented reality (MAR) applications were developed as an instructional tool to teach the students about Karnaugh maps in the digital electronics course. The first application is a Keypad-based MAR application that uses a keypad matrix for user interaction and the second application is a Marker-based MAR application that uses multiple markers to solve K-Map for producing an optimum solution of the given problem. An experimental study was conducted to determine the student's opinion of the developed MAR applications. The study was designed to determine the system usability of the two MAR applications using the System Usability Score (SUS) and Handheld Augmented Reality Usability Score (HARUS) models. 90 engineering students participated in the study, and they were randomly divided into two different groups: keypad-based group and Marker-based group. The keypad-based group included 47 students who had hands-on experience with a keypad-based MAR application, whereas the marker-based group included 43 students who had hands-on experience with multiple marker-based MAR applications. The experimental outcomes indicated that the keypad-based MAR application has better SUS and HARUS scores than the marker-based MAR application which suggests that the keypad-based MAR application has provided better user interaction.

Author(s):  
Kevin G. Kearney ◽  
Elizabeth M. Starkey ◽  
Scarlett R. Miller

Abstract Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.


2013 ◽  
Vol 5 (2) ◽  
pp. 21-49 ◽  
Author(s):  
Kimiko Ryokai ◽  
Alice Agogino

Mobile augmented reality (MAR) is an increasingly popular technology for enhancing how people interact with and learn about the environment and objects in the physical world. However, little is known about what aspects of a MAR interface can enhance student learning and engagement. Building on field observations and interviews with experts, and formative studies on how mobile learners navigate spaces using different interfaces, the authors have designed, built, and evaluated the GreenHat MAR application to help students learn about biodiversity and sustainability issues in their natural environment. The authors’ evaluation of the GreenHat MAR prototypes suggests that in comparison to a digital map on the same smartphone, MAR encouraged students to more carefully scrutinize physical field sites, and led them to make more personal discoveries to the subject matter being learned. They present the iterative design process, results from the authors’ studies, and discuss the implications for the design of mobile learning tools.


Author(s):  
Shook Chin Yap ◽  
Rahmita Wirza Rahmat ◽  
Siti Khadijah Ali

In the recent years, medical education is facing various difficulties. Students are struggling to visualize the internal organs and bones, it is insufficient cadaver for dissection demonstration, there are lack of equipment for training, and not enough opportunity for hands-on training. Technologies have been utilized to supplement teaching in medical education to overcome the mentioned difficulties. Augmented Reality in particular mobile Augmented Reality has shown a rise in the application of medical education in this decade. This paper aims to do a narrative review to study the overall progress and development of mobile Augmented Reality application in medical education from year 2010 to 2020. From the review done, we found that the application of mobile Augmented Reality in medical education is feasible, it is well accepted by medical students. We also identified current research gaps and potential future development of mobile Augmented Reality in medical education. It was found that there is lack of research done to study long term effect on the users. Interaction between virtual object and real-world object was lacking in some applications. More refinement and update are needed on flow, media and design of Augmented Reality application. There is also essential to study the influence of marker size or surface material.


Author(s):  
Juan Cheng ◽  
YuLin Wang ◽  
Dian Tjondronegoro ◽  
Wei Song

The teaching aim of Mechanical Drawing is to cultivate the students' graphics interpreting ability, plotting ability, inter-space imagination and innovation ability. For engineering students in China Universities, Mechanical Drawing course with the characteristics of 3D and 2D inter-space transformation, is often difficult to master. The ordinary dull teaching method is not enough for stimulating students’ spatial imagination capability, interest in learning, and cannot meet teachers’ teaching needs to explain complicated graphs relationships. In this paper, we design an interactive teaching system based on mobile augmented reality to improve the learning efficiency of Mechanical Drawing course. To check the effect of the proposed system, we carried out a case study of course teaching of Mechanical Drawing. The results demonstrate that the class for which interactive teaching system based on mobile augmented reality technology was adopted is significantly superior to the class for which the ordinary dull teaching approach was adopted with regard to the degree of proficiency of course key and difficult points content,spatial imagination capability, students’ interest in learning and study after class, especially in respect of students’ learning interest and spatial imagination capability.


2021 ◽  
Vol 16 ◽  
pp. 253-260
Author(s):  
Dayana Farzeeha Ali ◽  
Marlissa Omar ◽  
Abdul Halim Abdullah ◽  
Nor Hasniza Ibrahim ◽  
Mahani Mokhtar ◽  
...  

Augmented Reality technology allows users to interact with virtual objects integrated into the real world and real-time. Augmented Reality technology is considered a potential tool to promote the teaching and learning process. This study aims to identify the trends of publications related to Augmented Reality (AR) in education, bibliometric review of the studies as well as its application on enhancing students’ visualization skills in engineering education field. Thus, this study reviewed trends and bibliometric studies focusing on Augmented Reality (AR) in education for the past five years based on the Web of Science (WOS) database, and provide experimental results on the application of augmented reality technology to enhance visualization skills among engineering students. The result from this study proves that augmented reality shows an upward trends in education, as well as the experimental findings indicates positive results in enhancing visualization skills which is one of the reason why augmented reality is frequently used in education field as teaching and learning tools. This study will also provide researchers and educators with knowledge of the research trends of augmented reality in education. This paper will then highlight the most influential authors and countries in this research area as a reference for future researcher


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