scholarly journals Using AR-technology for mastering hieroglyphics as an approach to informatization of learning Chinese language in school

2020 ◽  
Vol 17 (1) ◽  
pp. 7-17
Author(s):  
Vadim V. Grinshkun ◽  
Anna S. Grigorieva

Problem and goal. Methods are proposed for solving the problem of searching for information technologies, which, due to new approaches to information visualization, can increase the efficiency of students mastering hieroglyphics - one of the main and most difficult to study components of Chinese language learning systems. As a way to solve this problem, the application of augmented reality technology can be proposed, provided that the means and forms of its effective use are found in the framework of teaching the Chinese language in school. The aim of the study described in the article was the development and experimental confirmation of the effectiveness of approaches to teaching students in school hieroglyphic writing and the semantic interpretation of hieroglyphs based on the use of augmented reality tools. Methodology. A practical study was carried out on the basis of the formation of the experimental (63 people) and control (71 people) groups of students in grades 5 and 6. Schoolchildren of the experimental group were trained using augmented reality tools, hieroglyph markers, a specially selected collection of 3D models and developed tasks for comparing hieroglyphs and their semantic meanings, searching for hieroglyphics by their meanings, developing 3D models for visualizing the meanings of hieroglyphs. The analysis of the level of lexical skills of schoolchildren in terms of comparing hieroglyphs and their semantic values was carried out using integral indicators using methods of mathematical statistics. Results. It is shown that the proposed approach to using augmented reality technologies in the framework of teaching the Chinese language at school is effective. It is justified to create and develop collections of electronic versions of hieroglyphs and virtual objects that reflect the meaning of the main hieroglyphs studied at school. An effective method is when the students themselves are involved in such developments. Such approaches can play a significant role in informatization of educational systems for schoolchildren, as well as in establishing additional interdisciplinary ties. Conclusion. The effectiveness of the proposed approaches to the development of systems for preparing schoolchildren to study hieroglyphics in the framework of teaching the Chinese language based on the use of augmented reality technology has been experimentally confirmed. During the study, schoolchildren of the 5th and 6th grades showed an increased level of lexical skills in terms of comparing hieroglyphs and their semantic meanings, searching and writing hieroglyphs for a given semantic value.

Author(s):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


2019 ◽  
Vol 2019 ◽  
pp. 129
Author(s):  
Elena Atanasova Paneva ◽  
Sofija Sidorenko

The purpose of this paper is to explore the possibilities for implementation of the augmented reality (АR) in the sales. The augmented reality contributes to enhansing and improving the consumer experience through the virtual display of 3D models of products in realistic environments. In this paper is presented an overview of the consumer behavior in online shopping and their uncertainties in the process. The online shopping offers more satisfaction to the modern consumers looking for comfort and speed. On the other hand, some consumers still feel uncomfortable to shop online. What prevents them from buying online is the inability to realistically check the products, to examine their different variants, and to show them to their friends from which they will get comments and opinions before the purchase. In this thesis are examined the possibilities for implementation of augmented reality technology in online stores, as well as the possibilities for management of the product configurations in AR – options for  choosing different materials and colors of the product, that will allow the customers to adjust the product to their needs. The aim is to find methods and techniques that would alleviate the disadvantages as result of the lack of physical contact with the products during online sales, that would reduce the consumer uncertainty and increase the likelihood of successful choice and increased online sales.


2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


2021 ◽  
Vol 13 (2) ◽  
pp. 1230-1237
Author(s):  
Masoumeh Bagherpur ◽  
Khatoon Vakili ◽  
Tahereh Emami ◽  
Slimeh Eimery

This study aims to investigate the impact of training by Augmented Reality technology (AR) on Creative Thinking (CT) and English language Learning Motivation (LM) among nine middle-school female students. The objective here is purely practical and a semi-experimental method is employed along with control and experimental groups. The case consisting of two groups of 30 people (test and control) were chosen by multi-stage cluster sampling method. AR technology was tested for English lesson learning for the test group, while conventional methods were provided for the control group. Data collection tools were used to collected data from A) the AR technology for the English lessons being held in 8 sessions of 60 minutes, B) Welch standard CT questionnaires, and C) the learning motivation, as propounded by Kashif et al. The statistical analysis results indicated that education by the AR technology had a positive and significant impact on the LM, especially on such components as learning facilities, family support and participation, peer influence, student personality, and student CT.


2021 ◽  
Vol 12 (2) ◽  
Author(s):  
Roman GUREVYCH ◽  
Anatolii SILVEISTR ◽  
Mykola МOKLIUK ◽  
Iryna SHAPOSHNIKOVA ◽  
Galyna GORDIICHUK ◽  
...  

One way to increase the effectiveness of a mobile-oriented learning environment is to use augmented reality technology, which enables the integration of real and virtual learning tools using mobile Internet devices. The purpose of the article is to theoretically substantiate the use of augmented reality technology in physics classes. The article describes and substantiates the relevance of the application of augmented reality technology, considers possible uses of this technology in the educational process, in particular in terms of mobile distance learning. Examples of mobile applications aimed at practice-oriented learning using augmented reality technology are described. Examples of real educational systems that allow to study the disciplines of physical orientation on the basis of this technology are considered. It was found that augmented reality technologies stimulate the educational process and provide the opportunity to implement knowledge in both humanities and natural sciences. This technology expands the educational process towards clarity and motivates the student to further study the material. Visual education is the best thing that can be offered to modern students, which will contribute to the development of scientific and technological progress. The introduction of augmented reality technology makes it possible to improve the quality of education by motivating students to self-study, increasing audience interest in educational material, developing a desire to use modern interactive technical capabilities and technologies, replacing textbooks and laboratory equipment with multimedia computer models. distance learning.


2021 ◽  
Vol 18 (3) ◽  
pp. 137-141
Author(s):  
V.V. Alekseeva ◽  

In the modern foreign language teaching society, the discussion about the use of information technologies in educational activities has already have steady signs of stability and constancy. Quality and efficiency of the teacher's activities directly depend on the level of his or her professional competencies in the field of IT and the ability to organize work with the student’s audience by means of the advanced forms of education. The purpose of this work was to study the influence of the computer environment on the cognitive activity and communicative abilities of students of a non-lingual university. Using ed.ted.com, Google test, Augmented Reality technology, QR code and some interactive methods (Case Study, Sinquain), we simulated the content of language education in the format of an academic class and developed methodological recommendations for introducing new approaches to foreign language learning side by side with traditional methods.


Author(s):  
Anggraini Kusumaningrum ◽  
Astika Ayuningtyas ◽  
Jodio Blasius Lopes

Adisutjipto College of Technology in introducing campus information that is still using print and internet media, therefore, an application is needed that can introduce and provide information on buildings on campus by utilizing Augmented Reality technology. With the technology of Augmented Reality able to provide real information and can interact directly with buildings on campus. This application was created using the Unity and Vuforia application. Making 3D models using the Google SketchUp application which is then exported to the Unity application. Testing is done to detect markers of light intensity, distance, marker size, and color. From the results of testing markers for light intensity of at least 4 lx and effective detection distance between 20 cm to 40 cm and marker size of at least 350 x 350 Pixels, while the color has no effect due to edge detection which is the basic technique of reading by Vuforia markers. This application has been successfully made in Augmented Reality in the form of STTA 3D visualization as a supporting medium for the introduction of the Adisutjipto College of Technology Yogyakarta environment. This application can only be run on Android-based smartphones with a minimum version of 5.0.


2021 ◽  
Vol 12 (4) ◽  
pp. 132-141
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


Author(s):  
Е.А. Хамраева

В статье рассматривается реализация новых технологических приемов в методике преподавания русского языка – использование графического коллажа как средства организации дополненной реальности. Статья посвящена также описанию применения технологии дополненной реальности в языковом обучении, что позволяет образовательным организациям перейти с традиционных методик на интерактивные, особенно важные в ситуации вынужденного дистанционного обучения. Автор делает вывод о том, что дополненная реальность в РКИ – это система, создаваемая с помощью цифровых средств с целью эмоционального воздействия, путем использования «дополненных» элементов в процессе обучения, а особенно онлайн-обучения. Коллажирование при этом – разновидность технологического приема, позволяющего эмоционально вовлечь обучаемого в материал, вызвать желание познавать новое. The article considers the implementation of new technological techniques in the teaching of the Russian language – the use of graphic collage as a means of organizing augmented reality. The article also describes the use of augmented reality technology in language learning, which allows educational organizations to switch from traditional methods to interactive ones, which are especially important in the situation of forced distance learning. The author concludes that augmented reality in Russian as Foreign Language is a system created using digital means for the purpose of emotional impact, by using "augmented" elements in the learning process, and especially online learning. At the same time, collaging is a kind of technological technique that allows you to emotionally involve the learner in the material, to cause a desire to learn new things.


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