scholarly journals Students’ Views on the use of Augmented Reality Technology in Teaching Science

2021 ◽  
Vol 8 (4) ◽  
pp. 1-14
Author(s):  
Gokhan Sontay ◽  
Orhan Karamustafaoğlu

As a result of recent technological developments, many mobile applications used in the educational environments have emerged. One of these applications is the augmented reality technology used in smartphones and tablets. Many augmented reality applications are now prepared with 4D-technology and are employed to transform virtual environments into real life situations. In this study, we examined the views of 6th-grade students about using augmented reality technology in teaching science. Designed as a phenomenological research from the qualitative research methods, this study was conducted with nine 6th-grade volunteer students studying in a secondary school in the district of Göynücek in Amasya Province during the 2017-2018 academic year. The data were collected through interviews, using a semi-structured form. We analyzed the data set, by applying descriptive analysis method using NVivo 9 program. Categories emerged from the student views. We modeled the qualitative data in terms of these categories. Based on the research findings it was concluded that the augmented reality activities carried out provided permanent learning about the systems in our body and increased positive attitudes and interests towards the lessons, according to the students' opinions. We concluded that the science teaching with the use of augmented reality technology will provide positive learning outcomes on students. Further, teachers should receive and be provided with professional development on augmented reality to be able to use it more efficiently. This study is expected to contribute to researchers and practitioners in the future.

2021 ◽  
Author(s):  
Olha Chencheva ◽  
Volodymyr Chenchevoi ◽  
Larysa Herasymenko ◽  
Olena Bespartochna ◽  
Anfisa Shmeleva ◽  
...  

2020 ◽  
Vol 3 (4) ◽  
pp. 141-147
Author(s):  
Nurlan O. Baigabylov ◽  
Bayan M. Baigusheva ◽  
Kanagat M. Baigusheva

Augmented reality is increasingly used in education and its further spread is predicted as one of the technological trends. The benefits of using augmented reality are contributing to the increasing use of augmented reality in education. The purpose of the research is to study the use of augmented reality technology in teaching. The article provides the overview of the development of augmented reality and presents the results of a survey of teachers who attended the advanced training course. According to the results of the survey, the readiness of teachers to use this technology and the feasibility of its use in various methods and forms of training organization were determined. A special feature of the use of augmented reality in education is its accessibility and ease of use of ready-made mobile applications and services.


2015 ◽  
Vol 2015 ◽  
pp. 1-5 ◽  
Author(s):  
Kuei-Shu Hsu ◽  
Chia-Sui Wang ◽  
Jinn-Feng Jiang ◽  
Hung-Yuan Wei

Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.


2021 ◽  
Vol 9 (2) ◽  
pp. 57
Author(s):  
Abd. Rachman Dayat ◽  
Liza Angriani

STMIK Umel Mandiri as one of the universities in Jayapura is still less well known, apart from being relatively new in its age and the location of the campus building which is blocked by buildings. So that people sometimes do not know the exact location of the campus. To promote the campus, one of the advertising media used is brochures. Along with current technological developments, augmented reality technology has emerged which is able to combine 2 (two) realities, namely the real and virtual world. When used in brochures, it can provide a feel and experience for readers. So that promoting goods or services can be done more interactively, as well as providing more information to consumers about the product. This augmented reality technology is then used as a solution to the problems faced by STMIK Umel Mandiri in promoting its educational institutions. The purpose of this research is to produce an android application that can display a 3 (three) dimensional brochure model by utilizing augmented reality technology so that it can help the public to get to know the campus to be chosen well. The research method has several stages, namely collecting data about the needs of prospective new students regarding information about the STMIK Umel Mandiri campus, then making a 3 (three) dimensional model of the STMIK Umel Mandiri Campus Building. Then next, do the design of compatible augmented reality on smartphone devices using the Android operating system, and produce 3 (three) dimensional augmented reality objects. This research produces an application based on augmented reality technology that is used to help promote the STMIK Umel Mandiri Campus through devices with the android operating system.


2021 ◽  
Author(s):  
Anastasia Alekseevna Shagalova ◽  
Tatyana Nikolaevna Tomchinskaya

This article analyzes the problems of the development of spatial thinking of students in the development of the discipline "Descriptive geometry", solving projection problems and proposes their solution using the technology of augmented reality. The concept and technology of augmented reality, tracking technologies are considered. The substantiation of the relevance and timeliness of its use to support educational processes is given. The article explores the use of augmented reality technologies in teaching students' spatial thinking, which saves time on the transfer and assimilation of information received by students within the framework of this discipline. The analysis of existing research in the field of application of augmented reality technology in teaching the discipline "Descriptive geometry" is carried out. The possibility of using augmented reality technology in education for the purpose of visual presentation of educational material is shown. A project for the development of a mobile AR application for visualizing the tasks of a textbook on descriptive geometry based on the Vuforia platform is considered. The proposed software product is implemented on a mobile platform with the Android operating system. When developing software, the C # programming language is used to write scripts to implement the required functionality, in particular, interactive interaction with three-dimensional objects.


2021 ◽  
Vol 9 (3) ◽  
pp. 13-23
Author(s):  
Gökhan SONTAY ◽  
Orhan KARAMUSTAFAOĞLU

Many mobile applications have emerged thanks to the technological developments that have taken place today. One of these applications is the augmented (virtual) reality application used on smartphones and tablets. Some augmented reality applications are being prepared using 4D-technology and transforming the virtual environment into real life. The present research is to investigate the views of the students about the use of augmented reality applications with 4D-technology related to the ‘Systems in Our Body’ unit in our 6th-grade science class. This study was conducted using phenomenological method in the scope of qualitative research. In this study, the participants consisted of nine students who volunteered to participate in this research. The data were obtained from semi-structured interviews. The data of the interviews with seven students were recorded on voice recorder and then the data were transferred to the text. The interview data of two students who did not want to record their interviews were written with pen-paper and transcripted. The analysis of the data was carried out by content analysis using the NVivo 9 program. The findings obtained in this research showed that the result of the augmented reality application was that the systems in our body unit is effective in better understanding, increasing the motivation of the students to science lessons and making the lessons fun.


2021 ◽  
Vol 6 (38) ◽  
pp. 57-65
Author(s):  
Mohd Khairezan Rahmat ◽  
Nur Nabihah Mohamad Nizar

The integration of mobile augmented reality technology (MART) into the education system since the last two decades have brought to the topic of discussion among many scholars. Although numerous studies have highlighted its huge potentials and benefits toward both teacher's and students' teaching and learning process, several researchers reported that teachers’ readiness to integrate mobile augmented reality technology is still uncertain. Given the importance and consideration of research that has been undertaken, the present study was set to examine the Malaysian pre-service teachers’ readiness toward integrating MART into their learning and future teaching process. The Technology Acceptance Model (TAM) was adapted as the theoretical grounding of the study in explaining and predicting pre-service teachers’ decision to integrate mobile augmented reality technology. Data of the study was gathered from 303 Malaysian pre-service teachers and were analysed using the descriptive analysis of SPSS and Partial Least Square (PLS) of Structural Equation Modelling (SEM). Findings from the study demonstrate that pre-service teachers’ readiness to integrate MART is at a moderate level. The study also suggested that pre-service teachers’ perceived usefulness has the most significant direct effect on their decision to integrate MART. On the basis of these findings a purpose model is developed, and implications of theory development, practices, and policymaking are discussed in this paper.


Author(s):  
Ady Purna Kurniawan ◽  
Vany Octaviany ◽  
Danica Rani Intani Putri ◽  
Budi Ikhsan ◽  
Dimas Adianto

The use of smartphone devices has become a part of people's lives in finding the information they need, including finding tourist locations that suit their desires. The problem is when tourism site managers cannot keep up with technological developments needed by the community, where most still use conventional paper media marketing methods such as brochures and travel pocketbooks. Therefore, the development of tourism promotion applications is needed to support the marketing of tourist destinations such as in Pangandaran, West Java. This application's development uses the Prototype method, which only focuses on functionality needs, which uses video media that is displayed with Augmented Reality technology. The results of the development of this application can only display 7 (seven) superior tourism location videos in Pangandaran, West Java.


2019 ◽  
Vol 7 (1) ◽  
pp. 78-90 ◽  
Author(s):  
Bintoro Setyawan ◽  
NFn Rufii ◽  
Ach. Noor Fatirul

Today's technological development is progressing, and is growing rapidly. This development certainly has an influence on various sectors of human life, one of which is the education sector. The latest rapid technological developments are the increasingly frequent use of devices, especially smartphone use in everyday life, including in the field of education. This opens up huge opportunities in utilizing application technology on smartphones to be developed into an application-based learning media. One of them is by utilizing Augmented Reality technology on android applications in science learning media for elementary school students in class VI so that students are motivated in learning and easier to understand the material being studied. For this reason, a learning media based on Augmented Reality (AR) was developed with the application of Unity science subjects. The material recognizes planets in the solar system for grade VI elementary school students, while seeing the quality of learning media produced in terms of validity, attractiveness and practicality. This research uses the development research model Borg and Gall, with several stages of development, namely: (1) data collection; (2) planning; (3) development; and (4) validation and trial. The results of the development research in the form of AR learning media showed very good and feasible results used as learning media, both in class and independently according to the results of learning design expert validation, media experts and teacher validation as material experts Student responses to the use of this media in learning were very good. Students are passionate about learning and arouse students' curiosity. AbstrakPerkembangan teknologi sekarang ini semakin maju, dan tumbuh dengan pesat. Perkembangan ini tentu saja membawa pengaruh pada berbagai sektor kehidupan manusia, salah satunya adalah sektor pendidikan. Perkembangan teknologi terkini yang pesat adalah semakin seringnya penggunaan gawai, khususnya penggunaan smartphone dalam kehidupan sehari-hari, termasuk di bidang pendidikan. Hal ini membuka peluang besar dalam memanfaatkan teknologi aplikasi pada smartphone untuk dikembangkan menjadi media pembelajaran berbasis aplikasi. Salahsatunya adalah dengan memanfaatkan teknologi Augmented Reality pada aplikasi android dalam media pembelajaran IPA bagi siswa sekolah dasar (SD) kelas VI agar siswa termotivasi dalam belajar dan lebih mudah untuk memahami materi yang dipelajari. Untuk itu  dikembangkan media pembelajaran berbasis Augmented Reality (AR) dengan aplikasi Unity mata pelajaran IPA materi mengenal planet-planet di tata surya untuk siswa kelas VI SD, sekaligus melihat kualitas media pembelajaran yang dihasilkan ditinjau dari aspek validitas, kemenarikan, dan kepraktisan. Penelitan ini menggunakan model penelitian pengembangan Borg and Gall, dengan beberapa tahapan pengembangannya, yaitu: (1) pengumpulan data;  (2) perencanaan; (3) pengembangan; dan (4) validasi dan uji coba. Hasil penelitian pengembangan berupa media pembelajaran AR menunjukkan hasil sangat baik dan layak digunakan sebagai media pembelajaran, baik di kelas maupun secara mandiri menurut hasil validasi ahli desain pembelajaran, ahli media  dan validasi guru sebagai ahli materi Respon siswa terhadap penggunaan media ini  dalam pembelajaran sangat baik. Siswa bersemangat dalam mengikuti pembelajaran dan membangkitkan rasa ingin tahu siswa.


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