Assessing the Effectiveness of the Augmented Reality Courseware for Starry Sky Exploration

2020 ◽  
Vol 18 (1) ◽  
pp. 19-35
Author(s):  
Jun Xiao ◽  
Mengying Cao ◽  
Xuejiao Li ◽  
Preben Hansen

Augmented reality tools and applications have been shown to have powerfully impelled the development of the field of education. In this article, the authors designed and developed an augmented reality technology-based courseware “Starry Sky Exploration—Eight Planets in the Solar System” and explored how AR can bring an immersive learning experience to students and improve students' learning effectiveness. This article presents and evaluates AR courseware applicable for the geography curriculum in secondary schools in China. In this study, 36 students from Shanghai secondary vocational school were invited to participate in the experiment, the authors use reliability analysis, regression analysis and brainwave analysis to evaluate the effectiveness of the AR course. The authors found that students have higher learning satisfaction and behavioral willingness in AR-based experiential learning activities. It can be seen that AR helps to stimulate students' interest in learning.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2021 ◽  
Vol 2021 (1) ◽  
pp. 20-29
Author(s):  
I. Malinina ◽  

The article analyzes the use of augmented reality (AR) in creative projects of contemporary art. Features of application of augmented reality technologies are investigated. The author reviews the possibilities and options for using augmented reality technology to support museums and galleries. This article will help contemporary artists to better understand these technologies, understand the role of AR in modern society and assess its prospects. Analysis of scientific research has shown that the use of augmented reality in art is increasingly of interest to artists and scientists. There are also articles dedicated to improving the learning experience of art gallery visitors using augmented reality. The present study reveals the chronology of research on this phenomenon. An analysis of the experience of Ukrainian, European and American artists and designers in the implementation of AR‑technologies in the field of culture has also been conducted, on the basis of which a system of thematic areas of augmented reality in contemporary art has been presented. There are five areas where augmented reality in the field of art is used. These are museums of history and art and exhibition halls, art city tourism, film industry, concerts and television. But it turns out that the number of these areas is not final. Eventually, AR will be used in other art venues. The materials of this article provide recommendations for the spread of augmented reality technologies in art. With the help of these technologies, the image of an innovative progressive museum and exhibition hall, open to new opportunities, can be created, which gives the opportunity to attract new visitors, generating a unique complex interactive experience. So far, augmented reality is used exclusively in art, but more and more artists and designers are beginning to move towards interactive implementations in their work. Many of these authorial experiments grow into unique creative projects and provide enormous advantages in the system of culture and art.


Despite the rapid evolution of technology that is dramatically changing higher learning education, many law instructors still seem hesitant to incorporate them into their pedagogical approaches. Perhaps the reason lies behind the fear of losing all the traditional benefits of conventional physical interactions in class. But what if students’ motivation and learning concentration can be enhanced using this technology? What if gamifying the class, and using augmented reality technology can stimulate motivation, concentration and collaboration in learning? This paper aims to explore the effects of using a gamified augmented reality experience in intensifying law students’ motivation to learn, and their comprehension of the law. The paper discusses the issue in four aspects, namely, the origin and background of gamification and augmented reality in higher learning education, the usage of gamification and augmented reality in law schools worldwide, the implementation of the same by the author in his own civil procedure class in UKM, and his observations of students’ motivation and concentration based on the approach taken. Using both quantitative and qualitative approach, the paper showcases and shares the author’s experience in implementing the method in his class, and investigates the benefits and drawbacks of adopting the approach


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Wannisa Matcha ◽  
Dayang Rohaya Awang Rambli

This paper reports on a study findings on the time participants spend engaged doing task while interacting with Augmented Reality (AR) based system in collaborative learning environment. Engaged time is an important factor in any learning approaches as it is the actual time that participants pay attention and acquire knowledge. In the present study, time-on task and time off task were used to investigate the student level of engagement in learning activities. Data was collected from an observation study using video recording approach. Result showed that participants spend more than ninety percent concentrating on task related activities. Result from a survey questionnaire following the study revealed that participants enjoy group learning using AR as a tool. These findings further indicate that fun learning environment offered by augmented reality technology has the potential to grab learner’s attention and motivate them to stay focus on the learning activities. 


2021 ◽  
Vol 11 (23) ◽  
pp. 130-139
Author(s):  
Hendra Pradibta ◽  
◽  
Usman Nurhasan ◽  
Muhammad Dwi Aldi Rizaldi ◽  
◽  
...  

The solar system is one of the natural phenomena taught at school. However, delivering the material is still text-based. One of the current technology-based learning uses technology Augmented Reality as a support for learning aid. Augmented Reality is an integrated two worlds, the real and the virtual. Augmented Reality for the solar system learning application was developed by applying the concept of the Rule-Based System algorithm as a simple artificial intelligence that aims to help augmented reality systems in simulating knowledge and experience from humans with several rules prepared. The existence of Augmented Reality facilitates the process of learning on specific topics such as the solar system more attractive and interactive, with aims to inspire students to learn the solar system. Based on the testing results at SDN Purwantoro 2 Malang, Indonesia 95% of respondents are interested and captivated by learning media applications using Augmented Reality technology.


Author(s):  
Saidina Hamzah ◽  
Denny Kurniadi

The limitedness number of teaching media such as projector and networking hardware in SMK N 2 of padang causes the learning activities especially WAN (Wide Area Network) Technology to be not optimal. Therefore, the material learning activities become one-way and unattractive. The school prohibit students to borrow networking hardware, so that the process of recognizing the physical form of network devices occurs only during laboratory activities. These learning causes inefficient use of study time. Students often abuse the use of smartphones in school as entertainment media. ARSchool networking Hardware Learning Media was developed to overcome this problem. The Marker Based Tracking Method of Augmented Reality technology was utilized to display three-dimensional objects (3D) on an Android Smartphone. The 3D objects of network devices was designed by using the Blender application. The making of media was based on WAN Technology syllabus used by school. The design of media used Unity and Vuforia application as database of image target or marker. With this learning, students could easily learn the networking hardware of WAN Technology anywhere and anytime. The feasibility test shows that this learning media is very practical (95,45%) and very valid (94,47%). This media is equipped with the explanation of parts of the devices that is displayed in the form of text, image and audioKeywords: Learning Media, Augmented Reality, Android, Network Hardware.


2021 ◽  
Vol 4 (4) ◽  
pp. 708-728
Author(s):  
Mustafa Serkan Abdusselam ◽  
Selcan Kilis

This study aims to develop and evaluate an augmented reality microscope, “MicrosAR”, for a middle school Science course, which was aimed for use both in and out of school, and to understand the users’ perceptions about it. The study adopted design-based research to iteratively develop and evaluate the MicrosAR. Learning activities and working handouts in the application were grounded upon inquiry-based learning. The initial prototype was evaluated with 99 middle school students, as well as 18 preservice and six experienced in-service science teachers. The second prototype was then evaluated with 96 different middle school students. Accordingly, design changes were applied to the second prototype to present the final product development. Participants’ experiences and perceptions were gathered through a self-developed, paper-based instrument after they practiced with the MicrosAR. The findings indicated that the MicrosAR was favored by and recognized as an effective and useful tool by the participants. The study highlighted the benefits that augmented reality technology and such an application can offer for learning purposes, and that it can be practiced at any place to deliver a “real” learning experience over virtual platforms, thereby saving costs, enhancing its availability, and improved learner interest.


2021 ◽  
Vol 11 (3) ◽  
pp. 130-139
Author(s):  
Hendra Pradibta ◽  
◽  
Usman Nurhasan ◽  
Muhammad Dwi Aldi Rizaldi ◽  
◽  
...  

The solar system is one of the natural phenomena taught at school. However, delivering the material is still text-based. One of the current technology-based learning uses technology Augmented Reality as a support for learning aid. Augmented Reality is an integrated two worlds, the real and the virtual. Augmented Reality for the solar system learning application was developed by applying the concept of the Rule-Based System algorithm as a simple artificial intelligence that aims to help augmented reality systems in simulating knowledge and experience from humans with several rules prepared. The existence of Augmented Reality facilitates the process of learning on specific topics such as the solar system more attractive and interactive, with aims to inspire students to learn the solar system. Based on the testing results at SDN Purwantoro 2 Malang, Indonesia 95% of respondents are interested and captivated by learning media applications using Augmented Reality technology.


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