DESIGN AND DEVELOPMENT OF AN EDUCATIONAL MOBILE APPLICATION FOR ANDROID USING AUGMENTED REALITY. APPLICATION TO ENGINEERING THERMODYNAMICS

Author(s):  
Begoña Peña ◽  
Ana Iris Escudero ◽  
Gabriel Peris
Author(s):  
Dennis R. dela Cruz ◽  
Jerico S.A. Sevilla ◽  
Joshua Wilfred D. San Gabriel ◽  
Angelica Joyce P. Dela Cruz ◽  
Ella Joyce S. Caselis

Author(s):  
Shiroq Al-Megren ◽  
Aziza Almutairi

Literacy is fundamental for children’s growth and development, as it impacts their educational, societal, and vocational progress. However, the mapping of language to printed text is different for children with hearing impairments. When reading, a hearing-impaired child maps text to sign language (SL) which is a visual language that can benefit from technological advancements, such as augmented reality (AR). There exist several efforts that utilise AR for the purpose of advancing the educational needs of people who are hearing impaired for different SLs. Nevertheless, only a few directly elicit the visual needs of children who are hearing impaired. This study aims to address this gap in the literature with a series of user studies to elicit user requirements for the development of an AR application that supports the literacy development of Arab children who are hearing impaired. Three instruments were utilised in these user studies, each targeting a different group of literacy influencers: questionnaires issued to parents of children with hearing impairments, interviews with teachers, and observations of children who were deaf or hard of hearing. The findings indicated that the parents and teachers preferred Arabic SL (ArSL), pictures, and videos, whereas the children struggled with ArSL and preferred finger-spelling. These preferences highlighted the importance of integrating various resources to strengthen the written Arabic and ArSL literacy of Arab children. The findings have contributed to the literature on the preferences of Arab children who are hearing impaired, their educators, and parents. They also showed the importance of establishing requirements elicited directly from intended users who are disabled to proactively support their learning process. The results of the study were used in the preliminary development of Word & Sign, an AR mobile application intended to aid Arab children who are hearing impaired in their linguistic development.  


2020 ◽  
Vol 10 (11) ◽  
pp. 316
Author(s):  
Muhammad Nadeem ◽  
Amal Chandra ◽  
Audrey Livirya ◽  
Svetlana Beryozkina

Lab orientation is a vital part of learning for new students entering the university, as it provides the students with all the necessary and important information about the lab. The current orientation is manual, tedious, suffers from logistical constraints, lacks engagement, and provides no way to assess that outcomes have been achieved. This is also supported by the results of a student survey which revealed students’ dissatisfaction with current process of orientation. This study presents the design and development of a sample augmented reality mobile application, AR-LabOr, for the lab orientation that helps students in a quick and easy adaptation to the lab environment by familiarizing them with the lab equipment, staff, and safety rules in a fun and interactive manner. This application makes use of marker-less augmented reality technology and a blend of multimedia information such as sound, text, images, and videos that are superimposed on real-world contents. An experiment with 56 students showed that they found the novel method of orientation using the application more engaging than the traditional instructor-led method. Students also found the application to be more supportive, motivating, and that it helped them in better understanding the lab equipment.


2020 ◽  
Vol 17 (3) ◽  
pp. 29
Author(s):  
Amirul Afiq Jamaluddin ◽  
Noradila Rusli ◽  
Yoke Lai Lee ◽  
Gabriel Hoh Teck Ling

Augmented Reality (AR) is among the advanced technology accessible worldwide, which constantly noticeable in the entertainment industry. However, there is no universal nor accessible augmented reality to be found offering in Malaysia higher education. This research intends to apply augmented reality application within an educational perspective and evaluate its effectiveness based on four (4) criteria that comprises: performance, usefulness, learnability, and accuracy. An augmented reality application, Floristic was developed to cooperative in teaching plant material at Tropical Park of Universiti Teknologi Malaysia (UTM), Skudai. A pilot study has conducted within a limited period where the participants had responded to collect and evaluate several flora species using the median score system. Based on the results, the Floristic ‘performance’ scored four (4) out of five (5), the ‘usefulness’ scored five (5), the ‘learning skill’ 4.8, and the ‘accuracy’ scored four (4). Meanwhile, the questionnaires survey was analysed as a recommendation for further improvement. In conclusion, the implementation of augmented reality for teaching and learning purposes will make the learning process more engaging and exciting. AR technology is also very fast-growing, and there seems to be a great deal of potential in the use of augmented reality rather than in the choice of floral identification alone.Keywords: Augmented reality, education, Floristic, mobile application


2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.


Author(s):  
Alfian Nara Weking ◽  
Suyoto Suyoto ◽  
Albertus Joko Santoso

Traditional food is a representation of the culture and identity of certain regions and is a symbol of cultural heritage. Traditional Indonesian food must be preserved and introduced to the community, especially the easy generation as the next generation of the nation as a form of love for the culture that has been passed down from generation to generation. It aims to avoid the influence of food or foreign cuisine that enters Indonesia, which from time to time makes the preservation of traditional Indonesian food increasingly eroded. One form of an effective cultural approach is by introducing to the easy generation and also to the wider community. Therefore the use of technology is very important to maintain the preservation of traditional Indonesian food and convey it to the community, especially the easy generation. This study aims to develop a mobile application for augmented reality as a promotional medium to introduce traditional Indonesian food. Mobile augmented reality in applications built with the Unity3D program is done in different ways in presenting information to other media. This method allows users to view the media as a presentation of their information in the form of 2D and or 3D image modelling by using tracking images through a smartphone device's camera. The mobile augmented reality application that will be developed can provide an interesting and interactive information experience so that it can be fun for every user so that knowledge of traditional Indonesian food can be distributed and channelled so that the preservation of traditional Indonesian food is maintained.


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