Evaluation of a Mobile Augmented Reality Game Application as an Outdoor Learning Tool

2022 ◽  
pp. 321-343
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.

2019 ◽  
Vol 11 (4) ◽  
pp. 59-79 ◽  
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


Author(s):  
Dendi Ismi Sofian ◽  
Achmad Syarief ◽  
Acep Iwan Saidi

<br /><div>The existence of traditional musical instruments, especially Betawi, is increasingly disappearing, eroded by modern life and a global lifestyle that is more adopting Western musical instruments with  all its conveniences. One effort that can be done is to develop an application using augmented reality  technology. This research will focus on developing augmented reality applications using a mix approach  approach, which is a merger of qualitative and quantitative approaches. Whereas in the application<br />development process, the method of designing Interactive Multimedia System Design Development  (IMSDD) was developed. This application is evaluated using the System Usability Scale. It can be  concluded that the application is categorized as “Good” with a grade scale “C” and acceptability ranges<br /><br /><strong>Abstrak</strong><div><br />Keberadaan alat musik tradisional khususnya Betawi semakin lama semakin menghilang tergerus kehidupan modern dan gaya hidup global yang lebih banyak mengadopsi alat musik Barat dengan segala kemudahannya. Salah satu upaya yang dapat dilakukan adalah dengan mengembangkan sebuah aplikasi menggunakan teknologi augmented reality. Penelitian ini akan berfokus pada pengembangan aplikasi augmented reality menggunakan pendekatan mix approach yaitu penggabungan antara pendekatan kualitatif dan kuantitatif. Sedangkan dalam proses pengembangan aplikasi menggungkan metode perancangan Interactive Multimedia System Design Development (IMSDD). Aplikasi ini dievaluasi menggunakan System Usability Scale. Dapat disimpulkan bahwa aplikasi tergolong kategori “Good” dengan grade scale “C” dan acceptability ranges termasuk “High”</div></div>


10.29007/7jch ◽  
2019 ◽  
Author(s):  
James Stigall ◽  
Sharad Sharma

Building occupants must know how to properly exit a building should the need ever arise. Being aware of appropriate evacuation procedures eliminates (or reduces) the risk of injury and death occurring during an existing catastrophe. Augmented reality (AR) is increasingly being sought after as a teaching and training tool because it offers a visualization and interaction capability that captures the learner’s attention and enhances the learner’s capacity to retain what was learned. Utilizing the visualization and interaction capability that AR offers and the need for emergency evacuation training, this paper explores mobile AR application (MARA) constructed to help users evacuate a building in the event of an emergency such as a building fire, active shooter, earthquake, and similar circumstances. The MARA was built for Android-based devices using Unity and Vuforia. Its features include the use of intelligent signs (i.e. visual cues to guide users to the exits) to help users evacuate a building. Inter alia, this paper discusses the MARA’s implementation and its evaluation through a user study utilizing the Technology Acceptance Model (TAM) and the System Usability Scale (SUS) frameworks. The results demonstrate the participants’ opinions that the MARA is both usable and effective in helping users evacuate a building.


Author(s):  
Putu Anggara Mahardika ◽  
I Made Arsa Suyadnya ◽  
Komang Oka Saputra

Markerless Augmented Reality (AR) is a technology that combines two-dimensional or three-dimensional virtual objects into a real environment and then projects these virtual objects in real time without the need for a special marker. In this research, the Markerless AR application will be used to simulate room decoration with 3-dimensional objects. This research was built using the Java programming language and using supporting applications namely Android Studio and Wikitude library. Based on the results of testing with the Black-box method, the overall functionality of the application has run well, besides testing also uses the System Usability Scale (SUS) method by giving questionnaires to 20 application users. The results of the System Usability Scale (SUS) test obtained an average score of 73.13. In grouping the SUS percentile score, the value of 73.13 is in Class C, wherein this assessment the application is acceptable and can be used easily by the user.


Author(s):  
George Koutromanos ◽  
Theodora Pittara ◽  
Christopher Tripoulas

The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups.


ILUMINURAS ◽  
2014 ◽  
Vol 15 (36) ◽  
Author(s):  
Breno Maciel Souza Reis

Este artigo busca refletir acerca da experiência urbana nas cidades contemporâneas a partir da mediação do jogo móvel locativo para smartphones e tablets Ingress. Partindo de uma perspectiva teórico-metodológica que considera a multiplicidade de apropriações e usos possíveis do espaço urbano e admite o uso da cidade com propósitos lúdicos, apresentamos como objeto o augmented reality game (jogo de realidade aumentada, ou ARG) em questão. Para isso, utilizaremos a antropologia urbana conforme proposta por Rocha e Eckert (2013a;2013c) , voltada a uma etnografia de rua como viés metodológico para a captura das possibilidades lúdicas de experiência citadina por parte dos sujeitos, em um contexto de artefatos digitais conectados em redes informacionais que se relacionam com objetos, o próprio espaço físico e suas camadas materiais e simbólicas.Palavras-chave: Antropologia Urbana. Jogos digitais. Jogos de realidade aumentada. Tecnologias móveis de comunicação e informação.The urban experience and spatial appropriation from the augmented reality game (ARG) IngressAbstractThis article aims to reflect about the urban experience in contemporary cities from the mediation of locative mobile game Ingress, available for smartphones and tablets. From a theoretical and methodological perspective that considers the multitude of possible uses and appropriations of urban space and admits the use of the city with recreational purposes, we take as object of study the augmented reality game (ARG) in question. Therefore, we use the urban anthropology as proposed by Rocha and Eckert (2013a, 2013c), facing a street ethnography as a methodological bias to catch the playful possibilities of city experience of the subjects, in a context of connected artifacts in digital and informational networks that relate to objects themselves, the physical space and their material and symbolic layers.Keywords: Urban Anthropology. Digital games. Augmented reality games. Mobile technologies of communication and information. 


2020 ◽  
Vol 4 (3) ◽  
pp. 482-488
Author(s):  
Dinan Yulianto ◽  
Rudy Hartanto ◽  
Paulus Insap Santosa

Nowadays, the implementation of information and communication technology in education is important. In harmony with technological developments, the term mobile learning comes to represent learning that utilizes mobile communication devices. The implementation of augmented reality in education provides a new learning model in the form of a combination of technology-based conventional learning media. This research aimed to evaluate augmented reality-based books as media for learning Cirebon mask dance. As many as 15 respondents were involved in the evaluation process, including testing the usability using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). The evaluation using SUS found a value of 77.67, meaning that the Acceptability Ranges category was “Acceptable”; the Grade Scale category was “C”; and the Adjective Rating category was “Excellent”, while that using UEQ found that each category, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, Dependability, and Novelty got a value greater than the impression value (0.8), namely 2.122; 2.117; 1.983; 1.750; 1.950 and 1,867, respectively. Overall, all of the evaluation results show that augmented reality-based books are acceptable to be used as media for learning Cirebon mask dance.


2018 ◽  
Vol 5 (1) ◽  
pp. 89
Author(s):  
I Kadek Arya Wiratama ◽  
Duman Care Khrisne ◽  
Made Sudarma

To gift a chance to students, lab learning is a learning process that supervised practical application with practical tools of a previously studied theory. Lack of lab clerk and time, causing lack of understanding of using tools when practical process. This study aims to assist the introduction phase of practicum tools, with Augmented reality technology, built on unity3D, Vuforia and blender with marker in the form of Augmented reality Book (AR book). From test refound that marker detection at best performance when marker is build at A4 paper size with color information and maximum of 3 closed marker area. Testing with System Usability Scale tested by Electrical Engineering Study Program students got best score at statement point 1,7 and 9


2020 ◽  
Vol 10 (12) ◽  
pp. 376
Author(s):  
Jacks Fernandes ◽  
Ariel Teles ◽  
Silmar Teixeira

Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching–learning process may be hindered due to its abstract nature and the absence of three-dimensional models. In this sense, we implemented a mobile application with AR technology named NitLabEduca for studying the spinal cord with an interactive exploration of 3D rotating models in the macroscopic scale, theoretical content of its specificities, animations, and simulations regarding its physiology. To investigate NitLabEduca’s effects, eighty individuals with and without previous neuroanatomy knowledge were selected and grouped into control and experimental groups. Divided, they performed learning tasks through a questionnaire. We used the System Usability Scale (SUS) to evaluate the usability level of the mobile application and a complimentary survey to verify the adherence level to the use of mobile applications in higher education. As a result, we observed that participants of both groups who started the task with the application and finished with text had more correct results in the test (p < 0.001). SUS results were promising in terms of usability and learning factor. We concluded that studying the spinal cord through NitLabEduca seems to favor learning when used as a complement to the printed material.


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