scholarly journals Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes

Information ◽  
2020 ◽  
Vol 11 (3) ◽  
pp. 127 ◽  
Author(s):  
Maria Cristina Costa ◽  
António Manso ◽  
João Patrício

Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.

2021 ◽  
Vol 5 (12) ◽  
pp. 82
Author(s):  
Maria Cristina Costa ◽  
Paulo Santos ◽  
João Manuel Patrício ◽  
António Manso

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system designed to support the implementation of an augmented reality application in the context of game-based learning. PlanetarySystemGO includes a location-based mobile augmented reality game designed to promote learning about the celestial bodies and planetary systems of the Universe, and a web application that interacts with the mobile device application. Besides face-to-face classes, this resource can also be used in online classes, which is very useful in social isolation situations as the ones caused by the COVID-19 pandemic. Furthermore, it is the inclusion of the web application, with a back-office, in the information system that makes it possible to include curricula contents according to the grade level of students. Moreover, it is intended that teachers use the information system to include the contents they find appropriate to the grade level they teach. Therefore, it is crucial to provide their professional development to be able to use this resource. In this regard, a pilot study was conducted with teachers who participated in a STEM professional development programme in order to assess if the system is appropriate to be used by them. It is concluded that teachers found this resource relevant to motivate students to learn, and also acknowledged that the web application facilitated the introduction of appropriate curricula contents and also was useful to assess student performance during the game. Teachers need support, however, to implement these types of technologies which are not familiar to them. The necessary support can be provided through collaboration among the researchers and teachers in their schools. Besides engaging students to learn about celestial bodies, it is concluded that the information system can be used by teachers to introduce appropriate curricula contents and to be implemented in class.


2013 ◽  
Vol 756-759 ◽  
pp. 2014-2018
Author(s):  
Lei Kai ◽  
Ning Rui ◽  
Wen Min Wang ◽  
Qiang Ma

This paper presents the design and development of a Mobile Augmented Reality Map (MARM) which shows map information on the real world video rather than a plane. The proposed system uses wireless Geographic Information System (GIS), and video camera and gyroscope of a smart phone. MARM has the advantage of GIS and the convenience of mobile phones, and is an extremely intuitive way to use map.


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


2022 ◽  
Vol 18 (1) ◽  
pp. 1-31
Author(s):  
Guohao Lan ◽  
Zida Liu ◽  
Yunfan Zhang ◽  
Tim Scargill ◽  
Jovan Stojkovic ◽  
...  

Mobile Augmented Reality (AR), which overlays digital content on the real-world scenes surrounding a user, is bringing immersive interactive experiences where the real and virtual worlds are tightly coupled. To enable seamless and precise AR experiences, an image recognition system that can accurately recognize the object in the camera view with low system latency is required. However, due to the pervasiveness and severity of image distortions, an effective and robust image recognition solution for “in the wild” mobile AR is still elusive. In this article, we present CollabAR, an edge-assisted system that provides distortion-tolerant image recognition for mobile AR with imperceptible system latency . CollabAR incorporates both distortion-tolerant and collaborative image recognition modules in its design. The former enables distortion-adaptive image recognition to improve the robustness against image distortions, while the latter exploits the spatial-temporal correlation among mobile AR users to improve recognition accuracy. Moreover, as it is difficult to collect a large-scale image distortion dataset, we propose a Cycle-Consistent Generative Adversarial Network-based data augmentation method to synthesize realistic image distortion. Our evaluation demonstrates that CollabAR achieves over 85% recognition accuracy for “in the wild” images with severe distortions, while reducing the end-to-end system latency to as low as 18.2 ms.


Information ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 121 ◽  
Author(s):  
Hamed Alqahtani ◽  
Manolya Kavakli-Thorne

The number of damaging cyberattacks is increasing exponentially due in part to lack of user awareness of risky online practices, such as visiting unsafe websites, ignoring warning messages, and communicating with unauthenticated entities. Although research has established the role that game-based learning can play in cognitive development and conceptual learning, relatively few serious mobile games have been developed to educate users about different forms of cyberattack and ways of avoiding them. This paper reports the development of an effective augmented reality (AR) game designed to increase cybersecurity awareness and knowledge in an active and entertaining way. The Cybersecurity Awareness using Augmented Reality (CybAR) game is an AR mobile application that teaches not only cybersecurity concepts, but also demonstrates the consequences of actual cybersecurity attacks through feedback. The design and evaluation of the application are described in detail. A survey was conducted to verify the effectiveness of the game received positive responses from 91 participants. The results indicate that CybAR is useful for players to develop an understanding of cybersecurity attacks and vulnerabilities.


2018 ◽  
Vol 7 (1) ◽  
pp. 131-149 ◽  
Author(s):  
Tony Liao

As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies. One of these areas that has been garnering interest is mobile augmented reality (AR) technologies. While much of the earliest research in AR was primarily focused on answering computer science and engineering related questions, social science and humanities scholars have started taking note of AR as perhaps the next major development in mobile media. Given that much of this research has been distributed across interdisciplinary lines and from many different theoretical perspectives, this piece identifies some early lines of media, communication, and social science research into AR and identifies key themes and areas of focus: AR users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of research, this manuscript serves as a call for specific future areas of research, suggests new approaches that researchers could take to explore interrelationships between these areas, and advocates for the necessity of research that examines different levels (micro/meso/macro) of analysis within AR. The goal of this piece is to advance a framework that informs and motivates mobile scholars to consider and integrate AR into their research areas, at a moment where it is in the process of moving from science fiction to material reality, from blueprint to prototype, and from laboratory to homes, cars, workplaces, and pockets.


2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.


Author(s):  
Denise M. Bressler ◽  
Shane Tutwiler

In this chapter, the authors report on a mobile augmented reality game designed to support serious science learning in a playful, collaborative way. School Scene Investigators: The Case of the Mystery Power immersed eighth grade students in a fictional crime scene investigation at their school. Game-based learning was compared to business-as-usual. In the post-hoc analyses, the authors investigated how individual level factors affected learning. First, girls and boys both learned more during the game, yet boys seemed to experience a slightly bigger impact from the treatment. Second, students from both teachers learned more during gameplay; however, the game seemed to mitigate the novice teacher's inexperience resulting in a teacher effect. Lastly, there is some evidence that treatment varies by prior knowledge; students with lower prior knowledge may have benefited more from the game. This study demonstrates that the non-traditional practice of mobile augmented reality gaming promotes more effective learning than business-as-usual.


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