scholarly journals Development of an application for mobile devices with augmented reality for the teaching of fracture characteristics

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.

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.


Author(s):  
Carlos Rodríguez-Abad ◽  
Josefa-del-Carmen Fernández-de-la-Iglesia ◽  
Alba-Elena Martínez-Santos ◽  
Raquel Rodríguez-González

The objective of this study was to investigate the usability of the augmented reality (AR) in higher education in the area of health sciences to describe what type of interventions have been developed, their impact on various psychopedagogical aspects of the students as well as the main advantages, disadvantages and challenges in incorporating AR in the teaching-learning process. A systematic review was carried out in the CINAHL, PsycINFO, MEDLINE, Web of Science databases and the Google Scholar search engine. The search was limited to original research articles written in English, Spanish or Portuguese since 2014. The quality of the selected articles (n = 19) was assessed using the Mixed Methods Appraisal Tool (MMAT). The applications and electronic devices used and the measurement instruments used were described. The use of AR made it easier for students to acquire skills, especially in courses with a high component of three-dimensional visualization, and positively influenced various aspects of the learning process such as motivation, satisfaction or autonomous learning. As an educational technological tool applied to higher education in health sciences, AR improves the teaching-learning process by influencing it in a multidimensional way.


2020 ◽  
Vol 24 (04) ◽  
pp. 330-340
Author(s):  
Wayan Suryasa ◽  
Jose Reynaldo Zambrano Mendoza ◽  
Telmo Mendoza Mera ◽  
Maria Elena Moya Martinez ◽  
Maria Rodriguez Gamez

Author(s):  
Ilmawan Mustaqim

AbstrakAugmented Reality (AR) dapat didefinisikan sebagai sebuah teknologi yang mampu menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan yang nyata kemudian memunculkannya atau memproyeksikannya secara real time. AR dapat digunakan untuk membantu memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek. Beberapa aplikasi AR dirancang untuk memberikan informasi yang lebih detail pada pengguna dari objek nyata. Media merupakan sebuah alat atau objek yang berfungsi sebagai penghubung antara penerima dan pengirim pesan.Media pembelajaran merupakan suatu alat perantara antara pendidik dengan peserta didik dalam pembelajaran yang mampu menghubungkan, memberi informasi dan menyalurkan pesan sehingga tercipta proses pembelajaran efektif dan efisien. Media pembelajaran mengakibatkan terjadinya sebuah komunikasi antara pendidik dan peserta didik dalam proses pembelajaran. Apabila dalam proses pembelajaran tidak menggunakan media maka tidak akan terjadi proses pembelajaran.Pemanfaatan media pendidikan menggunakan Augmented Reality dapat merangsang pola pikir peserta didik dalam berpikiran kritis terhadap sesuatu masalah dan kejadian yang ada pada keseharian, karena sifat dari media pendidikan adalah membantu peserta didik dalam proses pembelajaran dengan ada atau tidak adanya pendidik dalam proses pendidikan, sehingga pemanfaatan media pendidikan dengan augmented reality dapat secara langsung memberikan pembelajaran dimanapun dan kapanpun peserta didik ingin melaksanakan proses pembelajaran. Media Pembelajaran AR dapat memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek memungkinkan AR sebagai media yang lebih efektif sesuai dengan tujuan dari media pembelajaran. Kata kunci:  augmented reality, media pembelajaran AbstractAugmented Reality (AR) can be defined as a technology that can combine virtual objects two-dimensional or three-dimensional into a real environment and then bring it or project it in real time. AR can be used to help visualize abstract concepts for the understanding and the structure of an object model. Some AR application designed to provide more detailed information on the user of the real object. Media is a tool or object that serves as a liaison between the recipient and the sender of the message.Learning Media is an intermediary tool between educators with learners in the learning that is able to connect, inform and distribute the messages so as to create an effective and efficient learning process. Instructional media resulting in a communication between educators and learners in the learning process. If the learning process does not use the media then there will be a learning process.Implementation media education using Augmented Reality can be stimulate the mindset of students in critical thinking about something issues and events that exist in everyday life, because of the nature of the medium of education is to help learners in the learning process with the presence or absence of teachers in the educational process, so that the use of the media augmented education with reality can directly provide learning wherever and whenever the learner wants to implement the learning process. Learning Media AR can visualize abstract concepts for the understandingand the structure of an object model enables the AR as a more effective media in accordance with the purpose of learning media. Keywords : augmented raeality, utilzation of instructional media


Author(s):  
Ilana de Almeida Souza Concilio ◽  
Beatriz de Almeida Pacheco ◽  
Ana Grasielle Dionísio Corrêa

Augmented reality (AR) has shown to be a facilitating tool and motivation to work with children, young people, and adults in times of recreation (entertainment) and also in classrooms (formal spaces of education). Augmented reality provides a different way of learning with the support of different technologies such as computers, tablets, and smartphones. It allows easy visualization and manipulation of the study object, reproducing the complex data in the form of objects and three-dimensional texts, increasing the student's ability to perceive, which is stimulated by the possibility of interaction with the interface. This chapter aims to present the different augmented reality technologies used in education and also to discuss methodologies for the use of augmented reality applications to improve the teaching and learning process.


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.


2004 ◽  
Vol 13 (6) ◽  
pp. 692-707 ◽  
Author(s):  
Sara Keren ◽  
Ilan Shimshoni ◽  
Ayellet Tal

This paper discusses the problem of inserting 3D models into a single image. The main focus of the paper is on the accurate recovery of the camera's parameters, so that 3D models can be inserted in the “correct” position and orientation. The paper addresses two issues. The first is an automatic extraction of the principal vanishing points from an image. The second is a theoretical and an experimental analysis of the errors. To test the concept, a system that “plants” virtual 3D objects in the image was implemented. It was tested on many indoor augmented-reality scenes. Our analysis and experiments have shown that errors in the placement of the objects are unnoticeable.


2017 ◽  
Vol 2017 ◽  
pp. 1-13
Author(s):  
Wernhuar Tarng ◽  
Jiong-Kai Pan ◽  
Chiu-Pin Lin

This study combines the augmented reality technology and the sensor functions of GPS, electronic compass, and 3-axis accelerometer on mobile devices to develop a motion sensing and automatic positioning universal planisphere. It can create local star charts according to the current date, time, and position and help users locate constellations on the planisphere easily through motion sensing operation. By holding the mobile device towards the target constellation in the sky, the azimuth and elevation angles are obtained automatically for mapping to its correct position on the star chart. The proposed system combines observational activities with physical operation and spatial cognition for developing correct astronomical concepts, thus making learning more effective. It contains a built-in 3D virtual starry sky to enable observation in classroom for supporting teaching applications. The learning process can be shortened by setting varying observation date, time, and latitude. Therefore, it is a useful tool for astronomy education.


2020 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Muhammad Bayu Purnama ◽  
Zayus Rifan Zafarani ◽  
Sapta Nugraha

Malang Rapat is one of the villages which is located in the range of coastal region, Bintan regency, Riau islands Province. Most people in this village do not complete elementary level of education. Only a few graduate from Elementary School, Junior High School and Senior High School. The rate of education and its quality of human resources are very low. This condition is due to the monotonous system of teaching-learning process and lack of facilities and infrastructures. These are the problems that cause low quality of education. This research aims at developing teaching-learning process by applying Augmented Reality-Based Fun Book Technology (Round Table Learning Media) for Teaching-Learning of Coastal Community. This application is to develop knowledge by applying quizzes and games. The result obtained is that this technology is capable for handling the problems of low quality of education with its monotonous system of teaching-learning process.


2020 ◽  
Vol 5 (1) ◽  
pp. 172-192
Author(s):  
Ezequiel Santos Silva ◽  
Luiz Fernando Batista Loja ◽  
Diego Arantes Teixeira Pires

Resumo: Atualmente, existe uma preocupação em relação ao processo de ensino-aprendizagem de alguns conceitos científicos, como os conceitos iniciais de Química Orgânica, vistos no terceiro ano do Ensino Médio. Uma das alternativas para solucionar esse problema tem sido construir e apontar materiais didáticos para incrementar a metodologia das aulas ministradas pelos professores de Ciências. Alguns desses materiais, que podem contribuir com o êxito no processo de ensino-aprendizagem são os softwares lúdicos educacionais. Neste trabalho, apresentamos um aplicativo didático que foi desenvolvido, denominado Quiz Molecular, para dispositivos móveis, abordando o conteúdo de funções orgânicas. Além disso, relatou-se a aplicação, avaliação e validação do jogo com alunos de uma escola estadual de Ensino Médio e licenciandos em Química de uma instituição federal de ensino, utilizando-se questionários com perguntas objetivas e discursivas, em uma pesquisa qualitativa. Notou-se que o jogo proposto agradou aos alunos de Ensino Médio e aos futuros professores, demonstrando que pode ser uma boa alternativa para dinamizar as aulas de Química Orgânica.Palavras-chave: Tecnologias no Ensino; Ensino de Química; Química Orgânica. Abstract: Currently, there is a concern about the teaching-learning process of some scientific concepts, such as the initial concepts of Organic Chemistry, seen in the third year of high school. One of the alternatives to solve this problem has been to build and to point teaching materials to increase the methodology of the classes. Some of these materials, which can contribute to the success of the teaching-learning process, are educational software. In this work, an educational app for mobile devices was developed, named Molecular Quiz, and it addressed the content of organic functions.  It is also reported its application and validation with high school and graduation students. For theses analysis, it was used questionnaires with objective and discursive questions. It was noted that the proposed game pleased students and future teachers, demonstrating that it can be a good alternative to dynamize Organic Chemistry classes. In addition, the app has been validated as an educational game.Keywords: Educational Technologies; Chemistry teaching; Organic chemistry.


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