Augmented reality supported mobile self-guided system for enhancing authentic learning activities

2018 ◽  
Vol 1 (2) ◽  
pp. 117
Author(s):  
Kai Yi Chin ◽  
Ko Fong Lee ◽  
Hsiang Chin Hsieh ◽  
Ming Shian Wu
Author(s):  
Kai-Yi Chin ◽  
Ya-Chuan Kao ◽  
Ching-Sheng Wang

In this study, we proposed an augmented reality- (AR-) based mobile touring system for an authentic learning activity, which enables students to observe and learn key information regarding cultural heritage sites. To evaluate the effectiveness of the proposed system, we conducted an experiment in a cultural heritage course at a Taiwanese university. A total of 72 students were divided into two groups and randomly assigned to an experimental group who learned with the AR-based mobile touring system and a control group who learned with a conventional mobile touring system. The experimental results show that the AR-based mobile touring system significantly improved the students’ memorising dimension of learning achievement, as compared with a conventional mobile touring system. Moreover, the positive impact of the proposed system on students’ actualised interest and task-based interest factors provide a particularly encouraging result for outdoor experiences. These experimental results also suggest the potential of AR technology to increase students’ learning interest and improve their learning achievements in outdoor settings. Therefore, we suggest that, when applying an AR-based mobile touring system in authentic learning activities, AR virtual objects should be designed appropriately, in order that the content recall performance and learning interest are enhanced. Implications for practice or policy: Teachers may need to consider using an AR-based mobile touring system for outdoor learning activities. First-year student learning achievements and interest can be improved by an AR-based mobile touring system. First-year student learning performance and interest can be improved by AR technology. The usefulness of AR technology can be proved through a comparison of experimental designs.


2019 ◽  
Vol 4 (33) ◽  
pp. 13-21
Author(s):  
Kum Yoke Soo ◽  
Tuan Sarifah Aini Syed Ahmad ◽  
Nor Haniza Hasan

The use of augmented reality (AR) in education has changed the landscape of teaching and learning in the 21st century. AR has changed the presentation of learning materials that allows learning activities to be more interactive and rich in multimedia. AR has the potential to increase students’ engagement and motivation in learning. As such, it was incorporated in the design and development of a book for learning Report Writing. This study aims to examine students’ perception of the use of AR in the language classroom, identify the lecturers’ perception of the use of AR, and determine the advantages and disadvantages of the use of AR for the language classroom. The sample comprised 10 students and 7 lecturers from University Teknologi MARA Cawangan Negeri Sembilan. The data were analysed by using descriptive analysis. The findings indicate that the integration of AR in the Report Writing book had more advantages than disadvantages. The findings also suggest that integrating AR in the book had positive impacts not only in learning but also in permitting the production of a portable and environment-friendly book.


This paper represents an experiment report of VR (Virtual Reality) and AR (Augmented Reality) for medical learners. Four main purposes of this experiment through 3Ds Max application create an eyeball. The environment of experiment also be discussed. As well as the studies of organ in medical points of view. Two parts, two objects and three modifications as core activities for representing anatomical studies. More details about creation in experiment essential features demonstrated consequently. Thirty steps in experiment, descriptions show with screenshots. Output of this experiments would be able to understand medical learner’s anatomical perspective studies, as well as medical educators introduce organ and medical knowledge to no-medical learners. Combining VR and AR to medical learning activities, as well as clinical presentations. This paper no only practices the application 3Ds Max create organ models, but also medical learning perspective discussion.


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