scholarly journals An Augmented Reality Approach to Integrate Practical Activities in E-Learning Systems

Author(s):  
EL KABTANE ◽  
EL ADNANI ◽  
SADGAL Mohamed ◽  
MOURDI Youssef
Author(s):  
Costin Pribeanu ◽  
Dragos Daniel Iordache

Augmented Reality (AR) is merging real and virtual environments within a single interaction space. This tight integration of computer technologies into a real environment is creating new opportunities and challenges for the designers of e-learning systems as well as a new kind of user experience (UX) for the learner. More recently, AR-based educational systems were developed that are implementing learning scenarios for primary and secondary schools. An important goal of these novel teaching platforms is to enhance the students’ motivation to learn. This chapter reports on the perceived educational and motivational value of an AR-based learning scenario for chemistry based on the results of a user-centered formative usability evaluation. Quantitative and qualitative data were collected during two experiments with students from secondary schools. While the comparison between the two types of measure increases confidence in the evaluation results, the qualitative measures also provide a detailed description of the user learning experience.


Electronics ◽  
2021 ◽  
Vol 10 (5) ◽  
pp. 616
Author(s):  
Manuel Ortega

Through a series of projects carried out by the Computer–Human Interaction and COllaboration (CHICO) group of the University of Castilla-La Mancha, some proposals are presented to improve the current e-Learning systems by making use of different paradigms of human-computer interaction. Synchronous and asynchronous collaborative systems, ubiquitous computing, and augmented reality can improve the current learning environments. The use of artificial intelligence mechanisms for both learner support and assessment complements these techniques. Emphasis is also placed on the use of automatic application generation techniques using models.


2014 ◽  
Vol 9 (2) ◽  
pp. 150-157
Author(s):  
Costin Pribeanu

Augmented reality (AR) is a challenging technology for e-learning. Nevertheless, the benefits of AR in terms of increased engagement and motivation could be undermined by a low ergonomic quality. A challenge for designers is to provide students with a usable AR environment that is able to support an effective and efficient achievement of their learning goals. A user-centred design approach requires understanding users and the tasks they perform. This analysis focuses on task modelling and presents a task-based approach to the development of a Chemistry application implemented on an AR teaching platform. The task model enables an analysis of critical task sequences, helps to prevent potential usability problem, and provides with a basis for a task-based approach to evaluation. Key words: ergonomic quality, user-centred design, usability, task modelling, e-learning, augmented reality.


Author(s):  
Barbara Cleto

Given the changes that have been recently felt and the transformation of the classroom from a physical space, with one teacher and a set of students, to a mediating platform through which learning and teaching are performed online, it is necessary to get acquainted with the contexts in which these platforms are implemented and how to use them, as well as with models and systems of e-learning, b-learning, or m-learning. While looking for solutions that allow to implement and use gamification for online learning, one also intends to get acquainted with (some of) these platforms, as well as to integrate and combine “new” technologies such as augmented reality and virtual reality with gamification strategies for e-learning. In order to do so, this chapter presents a systematized reading of the studies that was carried out on this particular subject and of what has been published on this theme.


2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Shu-Hung Yang ◽  
Yu-Ying Wang ◽  
Ah-Fur Lai ◽  
Yi-Nan Lin ◽  
Gwo-Jen Chiou ◽  
...  

Currently, the school children usually spend a lot of time on the games in their recreational activities and some of them are even addicted to the games. Compared with other extracurricular activities, the e-Learning system reflects the fact that school children are very interested in the games. As a result, educators have lately craved to develop effective teaching activities that allow the school children to learn some subjects and to play the games simultaneously.  Therefore, this study is based on an e-Learning system which combines the serious game by Unity3D Game Engine with augmented reality (AR). Students are able to acquire their knowledge and to foster logical skills via this game-based e-Learning system.  According to its efficacy and utilities, this study has assessed and compared the game-based e-Learning system with the traditional learning and other e-Learning systems. The experimental results have indicated that the proposed game-based e-Learning system can outperform other existing systems.


2021 ◽  
Vol 14 (2) ◽  
pp. 50
Author(s):  
Asma Alsayyar ◽  
Riyad Almakki

The purpose of this paper was to investigate the impact of Augmented Reality on e-learning systems at colleges in Saudi Arabia. In this research, Augmented Reality could reenact real environment by computerized overlays that learners can interact with and without much of a stretch access. What is more, Augmented Reality helps consumers to explore alternative learning avenues around learning content. Setting that aside, there has not been sufficiently thorough research on the evaluation of Augmented Reality in the context of teaching. The primary objective of this research is to examine possible standard factors identified with the successful use of unparalleled scale. This prototype highlights the essential factors that affect the implementation of AR via the quantitative approach to Augmented Reality knowledge assortment and evaluation. The research finds the principal coefficients for the attainment of Augmented Reality: IT infrastructure, IT agility, interaction stability, self-learning ability, curriculum, student background, ease of use and Usefulness. The after-effects of this analysis includes useful debates to create up a perfect fate of Augmented Reality and help handle the enhancement of instruction and e-learning with competitive societies and frameworks in the Kingdom of Saudi Arabia as well as other countries.


2018 ◽  
Vol 12 ◽  
pp. 85-98
Author(s):  
Bojan Kostadinov ◽  
Mile Jovanov ◽  
Emil STANKOV

Data collection and machine learning are changing the world. Whether it is medicine, sports or education, companies and institutions are investing a lot of time and money in systems that gather, process and analyse data. Likewise, to improve competitiveness, a lot of countries are making changes to their educational policy by supporting STEM disciplines. Therefore, it’s important to put effort into using various data sources to help students succeed in STEM. In this paper, we present a platform that can analyse student’s activity on various contest and e-learning systems, combine and process the data, and then present it in various ways that are easy to understand. This in turn enables teachers and organizers to recognize talented and hardworking students, identify issues, and/or motivate students to practice and work on areas where they’re weaker.


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