scholarly journals The DARE Project: Exploring Creative Multimedia Students’ Acceptance Towards Augmented Reality-enhanced Learning Environments

2020 ◽  
Vol 1 (1) ◽  
pp. 81-95
Author(s):  
Heidi Tan Yeen-Ju ◽  
Neo Mai ◽  
Neo Tse Kian ◽  
Hew Soon Hin ◽  
Muhammad Syahmi bin Abd Aziz

This paper presents a study that looked into the use of AR Technology with Authentic learning elements to develop AR-enhanced learning materials that can be used in a classroom.

Relay Journal ◽  
2018 ◽  
pp. 429-440
Author(s):  
Curtis Edlin ◽  
Euan Bonner

Learning is a life-long activity which neither begins nor ends with a learner’s time in formal educational environments. Many learners, however, have difficulty efficiently managing their own learning processes, and this includes knowledgeably selecting effective learning materials, particularly in skill-focused areas such as within language learning. Increasingly, self-access centers and other non-traditional learning environments act as a bridge between formal education and opportunities for life-long learning. This paper details a mobile app called Peer Scan, including what it is, these needs it was developed to address, decisions in the development process, and how it can be used by learners in self-access learning environments to help them select appropriate learning materials. The design and development of the app is meant to alleviate some of the difficulties faced by students in self-access centers in Japan in selecting effective materials. The ongoing design seeks to eliminate friction and barriers to use to support uptake, harnessing augmented reality object recognition technology to do so. Peer Scan is designed to allow learners to both see peer assessments of materials as an immediate means of support, and also to implicitly develop useful inner criteria for material selection that can aid them later as life-long learners.


Author(s):  
Mi Song Kim

AbstractRecent research in technology-enhanced learning environments has indicated the need to redefine the role of teachers as designers. This supports successful learners better able to adapt to twenty-first century education, in particular STEM education. However, such a repositioning of teaching as a design science challenges teachers to reconceptualize educational practice as an act of design, not in the artistic meaning of the word. Our recent research finding also indicated that teacher design knowledge (TDK) processes are often invisible to both the teacher educators and the teachers. To respond to these challenges, this paper will define TDK for STEM teachers by making TDK visible in the form of a TDK competency taxonomy. A systematic literature review was conducted to identify the characteristics of teaching practices in technology-enhanced learning environments. This TDK competency taxonomy consists of four main categories drawing on existing literature on teacher design work and teacher instructional design: data practice, design practice, knowledge creation practice, and professional teaching practice. The implications of these findings were discussed.


2021 ◽  
Vol 14 (1) ◽  
pp. 11
Author(s):  
Yudith Vega Paramitadevi ◽  
Faldiena Marcelita ◽  
Ana Turyanti

Abstrak: Penciptaan dan pengembangan material pembelajaran dalam situasi ketidakpastian saat ini merupakan tantangan yang dihadapi pendidik. Tantangan tersebut terjawab seiring teknologi Augmented dan Virtual Reality (AR dan VR) mulai diterapkan di kelas praktikum. Pengembangan modul praktikum mata kuliah Kualitas Udara dan penilaian keberterimaan modul bagi mahasiswa Prodi D3 Teknik dan Manajemen Lingkungan merupakan tujuan dalam penelitian ini.  Modul terdiri dari buku panduan, marker AR, aplikasi KU-AR dan kuisioner formatif yang diisi oleh responden 28 mahasiswa. Analisis formatif menunjukkan mayoritas mahasiswa dapat menerima modul dan menjadi termotivasi untuk mempelajari desain alat pengendali pencemar udara lanjutan. Pengenalan alat pengendali pencemar udara melalui modul AR dapat memberikan pengalaman yang berguna bagi mahasiswa, khususnya vokasi. Kata Kunci: alat pengendali, aplikasi KU-AR, modul praktikum, pengembanganAbstract: The creation and development of learning materials in today's uncertainty is a challenge for educators.  Augmented and Virtual Reality (AR and VR) technologies responded to this challenge since they began to be applied in practicum classes. The development of the practicum module for the Air Quality course and the assessment of module acceptance for D3 Engineering and Environmental Management Study Program students are the objectives of this research. The module consists of a guidebook, AR markers, the KU-AR application, and a formative questionnaire filled out by 28 student respondents. The constructive analysis shows that most students can receive the module and become motivated to study advanced air pollutant control design. The introduction of air pollutant controllers through the AR module can provide a useful experience for students, especially vocational students.Keywords: air pollutant controller, development, KU-AR application, practicum module


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