scholarly journals Augmented Reality Based on Learning Assessment

Author(s):  
Nunuk Ika Lestari ◽  
Dadan Rosana
Author(s):  
Anita M. Cassard ◽  
Brian W. Sloboda

This chapter presents some of the possibilities and approaches that are used in the application of AI (artificial intelligence) and AR (augmented reality) in the new learning environments. AI will add another dimension to distance learning or eLearning that in some cases already includes AR (augmented reality) virtual learning environments. Because of this advent in available technology and the impact it will have on learning, assessment of newly structured parameters and their impact on student outcomes is crucial when measuring student learning. For some of us there might be a concern about the domination of AI as seen in the movie The Terminator, but we can take ease in the notion that it is not only AI versus humans. A new version of human augmented intelligence (HI) is being developed as we speak.


2021 ◽  
Vol 14 (2) ◽  
pp. 262-274
Author(s):  
Orlando Rosa Junior ◽  
Tiago De Oliveira ◽  
Ezequiel Zorzal

This paper presents a Systematic Literature Review (RSL) on the use of Gamification and Augmented Reality applied in Education. RSL enabled mapping and knowledge of the current state of related studies. Thirty articles related to the state of the art were analyzed. From the analysis, it was found that there is no specific learning assessment methodology when applying the Augmented Reality and Gamification tools. An analysis of the results was made to answer the research questions. The study showed that lack of programming knowledge is also a factor that hinders the advancement of research since the researcher must know how to develop the application or have in his team someone who has the competence to do so. Finally, we present the comparatives and analyzes of the studies to obtain answers based on the research questions developed.


2020 ◽  
Vol 4 (3) ◽  
pp. 228
Author(s):  
Inge Nur Indah Sri Rejeki Ratna Ningsih

The Science Learning of Kepanjen II Elementary School, Kecamatan Jombang, in the fourth grade on the effect of force on the shape and direction of motion of objects, experienced problems in the form of difficulty understanding the material by students. The results of the learning evaluation show that only 55% of the 30 students scored above the predetermined KKM of 75.0. Based on the problems that occur, the researchers plan to improve learning in 2 cycles. At the planning stage, it is carried out by analyzing KI and KD, making indicators, learning objectives, and continuing with compiling a lesson plan implementation and developing learning assessment instruments. Finally, in the planning stage, it is to create learning media, the Augmented reality application. At the implementation stage of learning has increased both teacher activities and student activities. Overall, the increase in teacher activity increased from 70% to 80%. Meanwhile, student activity increased from 72% to 90%. Learning outcomes before using Augmented Reality card media classical completeness of 55%. The results of student learning in the first cycle of classical completeness of 63% and the second cycle has increased to 84%.


2020 ◽  
Vol 4 (5) ◽  
pp. 975
Author(s):  
Inge Nur Indah Sri Rejeki Ratna Ningsih

Learning Natural Sciences in the  Kepanjen II Elementary School Jombang District in class IV on the material Effect of Style on the shape and direction of motion of objects, experiencing problems in the form of the difficulty of understanding the material by students. From the results of the evaluation of learning shows that only 55% of 30 students scored above the specified KKM of 75.0. Based on problems occur, the researchers planned improvement of learning 2 cycles.At the planning stage the analysis is done by KI and KD making indicators and learning objectives continued Developing learning implementation plans and Developing learning assessment instruments and making learning media namely Augmented reality applications. At the Implementation stage of learning has increased both the activities of teachers and student activities. Overall the increase in teacher activity increased from 70% to 80%. Medium student activity increased from 72% to 90%. Learning outcomes before using the media card Augmented Reality 55% completeness classic. Student learning outcomes in classical learning cycle completeness 63% and cycle II increased to 84%.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

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