scholarly journals An Augmented Reality Tool for Teaching Application in the Agronomy Domain

2020 ◽  
Vol 10 (10) ◽  
pp. 3632 ◽  
Author(s):  
Dolores Parras-Burgos ◽  
Daniel G. Fernández-Pacheco ◽  
Thomas Polhmann Barbosa ◽  
Manuel Soler-Méndez ◽  
José Miguel Molina-Martínez

Nowadays, the combination of new technologies and the use of mobile devices opens up a new range of teaching–learning strategies in different agricultural engineering degrees. This article presents an augmented reality tool that allows for improved spatial viewing for students who have certain difficulties with viewing graphic representations of agronomic systems and devices. This tool is known as ARTID (Augmented Reality for Teaching, Innovation and Design) and consists in a free-access mobile application for devices using the Android operating system. The proposed method provides each exploded drawing or overall drawing with a QR code that can be used by students to view their 3D models by augmented reality in their own mobile devices. An evaluation experience was carried out to assess the validity of the tool on different devices and the acceptance and satisfaction level of this kind of resources in subjects of graphic expression in engineering. Finally, an example of application in the agronomic domain is provided by the 3D virtual model of portable ferticontrol equipment that comprises the different structures and tanks, which, if viewed by conventional graphical representations, may entail a certain level of difficulty. Thanks to this tool, reality can be merged with the virtual world to help favour the understanding of certain concepts and to increase student motivation in agronomy studies.

Author(s):  
T. Polhmann ◽  
D. Parras-Burgos ◽  
F. Cavas-Martínez ◽  
F. J. F. Cañavate ◽  
J. Nieto ◽  
...  

Author(s):  
Cristina A. Huertas-Abril

This chapter deals with the implementation of a teaching innovation in the context of higher education, based on the creation of 3D-videos through the use of cooperative learning and the development of digital teaching competence in English as a foreign language teacher training. Specifically, this methodological proposal is situated within the framework of the course Foreign Language for Primary School Teachers (English) of the Degree in Primary Education at the University of Cordoba, Spain, and it has been implemented in three academic years (2016-17, 2017-18, and 2018-19). The most important result of this study is that CL strategies develop pre-service EFL teachers' engagement in learning and improving their knowledge on English and enhance their digital competence while reducing the achievement gap with lower-achievement pre-service teachers thanks to heterogeneous groups. Nevertheless, this process of teaching innovation highlights that there is still much to be done to maximize the impact of cooperative learning in foreign language teaching-learning processes.


Author(s):  
D. Kaimaris ◽  
T. Roustanis ◽  
K. Klimantakis ◽  
I. A. Karolos ◽  
P. Patias

Abstract. The use of Augmented Reality (AR) technology is widespread in countless archaeological sites and a variety of applications. Archaeological excavations lead to archaeological finds, some of which are transported for preservation and then for exhibition in museums (jewelry, vases, etc.), while another part of them is documented in detail and remains in situ (eg building walls), roads, grave covers, etc.). However, after the registration of the archaeological finds, it is impossible to observe them. As part of our research project, we will develop for the first time AR methodology and procedures for the observation of covered archaeological finds on mobile devices (smart phones, tablets), which were registered after their documentation. AR technology in recent years has seen great growth in terms of implementation platforms and available software, as well as the tools developed to support it. These tools either make their appearance in the form of frameworks, extending the capabilities of an existing engine, or function as independent services. At the same time, progress has been made in the field of sensors of mobile devices, which makes the compatibility of hardware and software another issue to be researched. As part of the development of the above application for mobile devices, an evaluation is made of the most widespread AR Frameworks that support the Unity3d Game Engine and the compatibility / interoperability with the sensors of different categories of mobile devices. The frameworks were checked and evaluated for placement and tracking of the positions of the 3D covered objects. In this paper also, methodologies and techniques used in space detection and tracking are presented and evaluated.


2021 ◽  
Vol 13 (15) ◽  
pp. 8482
Author(s):  
Juan Carlos López-Pimentel ◽  
Alejandro Medina-Santiago ◽  
Miguel Alcaraz-Rivera ◽  
Carolina Del-Valle-Soto

The fast pace of development of the Internet and the Coronavirus Disease (COVID-19) pandemic have considerably impacted the educative sector, encouraging the constant transformation of the teaching/learning strategies and more in technological areas as Educational Software Engineering. Web programming, a fundamental topic in Software Engineering and Cloud-based applications, deals with various critical challenges in education, such as learning continuous emerging technological tools, plagiarism detection, generating innovative learning environments, among others. Continual change and even more change with the current digitization becomes a challenge for teachers and students who cannot depend on traditional educational methods. The article presents a sustainable teaching/learning methodology for web programming courses in Engineering Education using project-based learning adaptable to the continuous web technological advances. The methodology has been developed and improved during 9 years, 15 groups, and 3 different universities. Our results demonstrate that the methodology is adaptable with new technologies that might arise; it also presents the advantages of avoiding plagiarism in students and a personalized induction for every specific student in the learning process.


2021 ◽  
Vol 942 (1) ◽  
pp. 012031
Author(s):  
Š Mudička ◽  
J Kello

Abstract The issue of virtual tourism penetrates the consciousness of many current explorers and visitors to interesting sites and local attractions. Is it really necessary to physically travel to the chosen location, sacrifice time, money and increase your carbon footprint? The article deals with the issue of creating an application using augmented reality for the presentation of 3D models of cultural monuments. The application is designed for mobile devices, on which museum visitors can view digital copies of selected objects of interest. They can also take a virtual tour of the museum through their mobile devices from the comfort of their home. The introductory part of the article describes surveying of shape and visual properties in situ using photogrammetry and laser scanning. The sequent chapters are an analysis of the creation of 3D models in real scale with photorealistic textures and their presentation in a mixed reality environment. In our case, we will specifically focus on the augmented reality application and its development in the Unity multiplatform game engine. The article aims to describe the development of a mobile marker-based AR application briefly, to demonstrate the possibilities of augmented reality and to indicate the potential benefits resulting from the integration of X-reality into our lives. Specifically, we will focus on the application of AR to cartographic works and the enrichment of the content of classical 2D map works and plans with virtually designed 3D models on their surface.


2018 ◽  
Vol 52 (1) ◽  
pp. 208-223 ◽  
Author(s):  
Maria Pinto ◽  
Dora Sales ◽  
Rosaura Fernández-Pascual ◽  
David Caballero-Mariscal

The basic aim of this paper is to outline the process of designing and validating an instrument for measuring teachers’ perceptions regarding the importance of using mobile technologies in the teaching-learning of information competencies (MOBILE-APP). Validation was carried out by administering the instrument to a pilot group of teachers, all of whom were experts in new technologies selected from the Information and Communication, Business and Education degrees, together with a rubric to analyse the quality and relevance of the content, as well as the wording of the items. Quantitative and qualitative methodologies were combined (statistical and descriptive analyses). The results from the quantitative-qualitative analysis of the evaluation rubric and the psychometric analysis of the items show the strengths of the questionnaire and the possible improvements that could be made to optimise it, which were focused on small adjustments to some of the categories and the reordering of several items. The quantitative analysis shows a high degree of internal consistency, thus ensuring the usefulness and applicability of the instrument for evaluating teachers’ perceptions regarding the use of mobile technologies in the teaching-learning of information competencies. The validity and reliability of the instrument mean that it can be transferred to other academic settings as a platform for future diagnostic studies that allow advances to be made in teaching innovation using mobile technologies, while at the same time permitting it to be reviewed and updated. The innovative element of the MOBILE-APP questionnaire lies in the interrelation between the mode of learning (mobile learning) and the information literacy competencies.


2015 ◽  
Vol 6 (12) ◽  
pp. 58 ◽  
Author(s):  
José L. Caro ◽  
Salvador Hansen

<p>Everyone knows the importance of new technologies and the growth they have had in mobile devices. Today in the field of study and dissemination of cultural heritage (including archaeological), the use of digital 3D models and associated technologies are a tool to increase the registration quality and consequently a better basis for interpretation and dissemination for cultural tourism, education and research. Within this area is gaining positions photogrammetry over other technologies due to its low cost. We can generate 3D models from forografí as through a set of algorithms that are able to obtain very approximate models and very realistic textures. In this paper we propose the use of game-engines to incorporate one element diffusion: the ability to navigate the 3D model realistically. As a case study we use a Menga dolmen that will serve as a study and demonstration of the techniques employed. </p>


2015 ◽  
Vol 2 (2) ◽  
Author(s):  
Douglas J. Asbjornsen

Innovation is valued worldwide. Some would argue it has been and continues to be one of the strengths of the United States. Both technical and social innovators are sought after by businesses and other organizations, seeking to invent new products, cure diseases, develop new processes, etc. But how does one become an innovator? How do we as individuals acquire the requisite knowledge, skills, and attitudes that are critical for innovation? Are these directly and/or indirectly taught? If directly taught, are there strategies and methodologies that are more efficient and effective in teaching innovation? Can we measure the learning? Project-based and Problem-based Learning, based upon Constructivist theory, are teaching/learning strategies that may be both effective and efficient in helping students become better innovators. This review asks a number of questions, attempts to answer them, and does a review of the history and empirical research on Project-Based Learning/Problem-Based Learning (PBL). Originally, special emphasis of this study focused on the impact Project-based Learning has on 1) Creativity, 2) Self-Efficacy, 3) Energy, 4) Risk-propensity, and 5) Leadership. After no connections were found due to lack of research focusing on PBL and these constructs, the focus turned to the impact PBL has on overall academic performance.


Author(s):  
Andrés Mauricio Arciniegas ◽  
José Alonso Oviedo Monroy

Introduction: this article is a product of the innovation project “Integration of augmented reality in the teaching-learning process of bone injuries”, developed during 2018 in the Trade and Services Center of the National Training Service SENA in Tolima. Problem: The Trade and Services Center, and the technological network of health services does not have an easily accessible tool that allows you to permanently develop a knowledge check against possible cases of polytraumatism and the incidence of fractures in front of the epidemiological profile making an identification of the characteristics of the same. Objective: Integrate augmented reality tools in the teaching-learning process of bone injuries. Methodology: Descriptive-propositive of qualitative nature, descriptive when skeletal lesions were characterized and propositive as soon as an application for mobile devices was generated aimed at improving the teaching-learning process of fractures. Results: a mobile application based on Augmented Reality was developed, which supports the teaching-learning process of bone injuries. Conclusions: three-dimensional models of bones and bone lesions have been recreated, allowing trainees to assimilate their characteristics and primary management effectively, thus reinforcing their learning through interactive contents. Limitations: the project only covers the learning of bone injuries.


2021 ◽  
Vol 2 (4) ◽  
pp. 6246-6258
Author(s):  
Andrea de las Mercedes Arias Padilla ◽  
Tania Gloria Tapia Opazo ◽  
Natacha Alejandra Pino Acuña ◽  
Juan José Gutiérrez Álvarez

La química es una ciencia básica que incluye conceptos abstractos, fenómenos y objetos que no pueden verse a simple vista, lo que dificulta un aprendizaje significativo y homogéneo en los estudiantes, además de obstaculizar la motivación en el proceso de aprendizaje de esta ciencia. Por lo anterior, este trabajo propone como objetivo general el diseño e implementación de una aplicación móvil con tecnología de Realidad Aumentada (RA) para utilizar como apoyo en el proceso de enseñanza-aprendizaje de la Química General en carreras de ingeniería de la Universidad de La Frontera, y que nos permita determinar el grado de motivación que genera en los estudiantes. La propuesta, tiene como primera etapa el diseño de la aplicación móvil con uso de RA en la temática de Equilibrio ácido-base, utilizando el motor de videojuegos multiplataforma Unity y el SDK de Vuforia, y una segunda etapa de prueba de la implementación a estudiantes de primer año de Ingeniería, donde además se aplicó una encuesta de percepción. En esta última, los estudiantes manifestaron una gran aceptación de la aplicación, además de señalar que la incorporación de nuevas tecnologías en la enseñanza de la química permite una mayor motivación e interés en la clase.   Chemistry is a basic science that includes abstract concepts, phenomena and objects that can not be seen with the naked eye. That  makes more difficult for the students to obtain a meaningful and homogeneous learning, and makes more difficult to get motivation in the Chemistry learning process. That is why the general objective of this work is the design and implementation of an application using augmented reality  in order to use the application as a complementary material in the Chemistry teaching-learning  process, in the subject General Chemistry for engineering careers in Universidad de la Frontera, and to determinate how motivated the students can be after using this application. The first phase in this process is the designing of the application using augmented reality with the subject acid-base balance, using the videogames multiplatform motor Unity and the Vuforia´s SDK. The second phase was  testing the application on first year engineer students in Universidad de la Frontera, it was also added a poll to have an opinion of them. They were satisfied with the application and declared that the use of new technologies increases the motivation for the subject.  


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