An Immersive Mobile Application For Improved Learning and Virtual Tour Experience: A Nature Reserve Perspective

Author(s):  
Carmenita Oersen ◽  
Ruchen Wyngaard ◽  
Lebogang Nkabinde
2021 ◽  
Vol 6 (2) ◽  
pp. 142-153
Author(s):  
Arifah Fasha Rosmani ◽  
Ariffin Abdul Mutalib ◽  
Siti Mahfuzah Sarif

Asmaul Husna Mobile Application (AHMA) is a prototype mobile application based on an interaction model intended for use in heutagogy with undergraduates. This app was created and designed to increase students’ knowledge, perceived awareness, and perceived motivation for the learning material. When learners are assisted with signalling or cueing to focus their attention on the most appropriate resources, they demonstrate improved learning performance and significantly reduced cognitive load. The signalling principle’s effectiveness in enhancing learning outcomes by emphasising correspondences between text and images has been increasingly confirmed by empirical research. AHMA’s heutagogic design encourages students to explore, connect, and reflect through their self-learning process. By promoting aspects of the learning experience that are conducive to lecture or self-paced learning. This project involved a four-phase methodology which includes planning, design, development, and evaluation. According to the pre-and post-testing and heuristic evaluation results, AHMA significantly improved the learning experience and user interaction in a mobile learning environment.


Author(s):  
Viacheslav Osadchyi ◽  
Konstantin Likhachev

The article is devoted to the description of the practical experience of professional counseling of young people by means of virtual reality. The tasks of development of a mobile application of a mobile application of a virtual tour are given in the specialty 122 "Computer Science". On the basis of the given literature, an analysis of the possibilities of tools for the development of a virtual tour was conducted. The purpose of the work is to develop a mobile application that uses virtual reality technology to carry out the tasks of professional counseling for young people. On the basis of a technical task, analysis of tools for developing a virtual tour, an algorithm for the work of a mobile application for the realization of the tasks of professional counseling of young people by means of virtual reality was developed.


2019 ◽  
Vol 16 (2) ◽  
pp. 227-232 ◽  
Author(s):  
Quyen Q. Tiet ◽  
Heather Duong ◽  
Laila Davis ◽  
Rebecca French ◽  
Christopher L. Smith ◽  
...  

2019 ◽  
Author(s):  
Mengli Yu ◽  
Ronggang Zhou ◽  
Huiwen Wang ◽  
Weihua Zhao

Author(s):  
Ju. M. Tsarapkina ◽  
N. V. Dunaeva ◽  
A. M. Kireicheva

The article describes the use of BYOD technology (Bring Your Own Device) in educational practice using the Lecture Racing mobile application. This application provides feedback between the teacher and students both in the classroom and during distance learning, contributes to the visualization of educational material and, in general, the informatization of the educational process. The purpose of the study is to conduct a theoretical analysis of the current state and prospects for the development of BYOD technology in Russia and abroad, and to test the benefits of using this technology in educational practice using the specific mobile application. During the study, an analysis of scientific, theoretical and practical literature on BYOD technology was carried out. In the process of experimental work, test tasks were the instrument of measuring knowledge and skills of students. As a result of a theoretical analysis and study of the practical possibilities of using BYOD technology (using the Lecture Racing mobile application as an example), it was found that this technology allows you to visualize information that is displayed in real time on the screen of each student's mobile device, regardless of its location. This technology also allows both the student and the teacher to quickly work with information, provide feedback, receive an independent assessment (since the assessment is set automatically), saves time, and develops the information culture of students.


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