scholarly journals Augmented Reality as a New and Innovative Learning Platform for the Medical Area

Author(s):  
Gerardo Reyes-Ruiz ◽  
Marisol Hernández-Hernández

2021 ◽  
Author(s):  
Clare Lloyd ◽  
Annika Herb ◽  
Michael Kilmister ◽  
Catharine Coleborne

There has been much written recently round the “digital revolution” of universities (Nascimento Cunha et al., 2020). Indeed, in 2020 the COVID-19 pandemic demonstrated the need for universities to adapt and adopt new technological tools for teaching and learning, as both the global world we live in changed, and as students adapted to the continually evolving digital landscape. The BA Online is a new interdisciplinary online presence for the humanities and social sciences, and includes a focus on constructive alignment, innovative learning objects, and social learning. The semester-long courses were built as a supported social learning experience that is purposefully constructed with a narrative. This article reveals how the BA Online project was realised through the use of partnerships, particularly that of the university learning designers who worked very closely with both the online learning platform FutureLearn and academic staff in curriculum design and course transformation.



2019 ◽  
Vol 15 (3) ◽  
pp. 198
Author(s):  
Nur Nabihah Mohd Nizar ◽  
Mohd Khairezan Rahmat ◽  
Siti Zuraida Maaruf ◽  
Siti Maftuhah Damio

Augmented reality (AR) is one type of learning process that can be applied through mobile learning known as mobile augmented reality. AR offers an innovative learning space through an active interaction of superimposing digital contents into the real context to enhance learning experiences. Previous studies have found that AR in education is able to lead students to achieve higher levels of engagement in the learning process. In contrast, the potential of AR in education has not been explored intensively. Therefore, this article is to look into factors that might influence pre-service teachers' use behaviour of Mobile Augmented Reality Learning Cardiovascular (MARLCardio). A self-designed MARLCardio app has been used as an experimental instrument in collecting data. The influencing factors towards use behaviour of MARLCardio are performance expectancy, effort expectancy, social influence and facilitating conditions. This study is a part of an on-going research. In this study, a total of 75 respondents used MARLCardio app before answering a survey questionnaire. The respondents were pre-service teachers at one public university in Malaysia. All data from the questionnaire were analysed using multiple regression analysis. As a result of this investigation, findings showed that effort expectancy is the dominant factor in determining the use behaviour of MARLCardio. Interestingly, performance expectancy did not show any significant relationship. KEYWORDS: Augmented Reality, Mobile Augmented Reality, UTAUT Model, Technology Adoption Model, Use Behaviour



Author(s):  
Andrina Granic ◽  
Maja Cukušic ◽  
Aimilia Tzanavari ◽  
George A. Papadopoulos

Web-based learning environments have become an integral part of learning. The way that they are employed in the learning process, or in other words the learning strategy followed in that respect, is an important issue that has to be carefully thought of, deciding upon topics such as suitable pedagogical approaches and appropriate assessment techniques for a given context. The chapter deals with this exact issue by visiting the relevant literature on the subject, describing selected learning strategies that have been employed in the use of an innovative eLearning platform in schools in Europe and finally outlining and comparing two real case studies from two European countries.



Author(s):  
Jiabin Zhu ◽  
Bo Yang ◽  
Qunqun Liu ◽  
Bing Chen

Higher education institutions are facing unprecedented opportunities and challenges due to the rapid development of global contexts. With the momentum of higher education internationalization, leading universities in China began to launch international summer programs. These summer programs offer multiple benefits to university stakeholders, especially students. This chapter reviews the context and characteristics for international programs in leading Chinese universities. The significant role these programs play in designing an innovative learning platform were argued by reviewing and analyzing the trends among sample programs on aspects of curriculum design and implementation. The authors provide an in-depth understanding of students' learning outcomes during these programs by conducting a qualitative study utilizing sample summer programs. Last but not least, the opportunities and challenges concerning the organization and implementation of programs were analyzed and possible recommendations were proposed for future study abroad improvements.





2021 ◽  
Vol 3 (1) ◽  
pp. 176-187
Author(s):  
Shereen El Bedewy ◽  
Kyeongsik Choi ◽  
Zsolt Lavicza ◽  
Kristof Fenyvesi ◽  
Tony Houghton

Abstract In this study, we develop mathematical educational practices for students to explore ancient buildings using GeoGebra, Augmented Reality and 3D printing. It is an interdisciplinary approach, intertwining history, culture, mathematics, and engineering. For example, the 3D modelling of Cheomseongdae in Korea and the Temple of Dendera in Egypt can enable students to practice a multimodal set of traditional and innovative learning approaches. Students might use their mathematical knowledge to reflect on architectural and cultural history in a modeling task.



Sensors ◽  
2021 ◽  
Vol 21 (19) ◽  
pp. 6405
Author(s):  
Tinashe Chamunorwa ◽  
Horia Alexandru Modran ◽  
Doru Ursuțiu ◽  
Cornel Samoilă ◽  
Horia Hedeșiu

Thanks to the recent rapid technological advancement in IoT usage, there is a need for students to learn IoT-based concepts using a dedicated experimental platform. Furthermore, being forced into remote learning due to the ongoing COVID-19 pandemic, there is an urgent need for innovative learning methods. From our perspective, a learning platform should be reconfigurable to accommodate multiple applications and remotely accessible at any time, from anywhere, and on any connected device. Considering that many of the university courses are now held online, the reliability and scalability of the system become critical. This paper presents the design and development of a wireless configurable myRIO-based sensor node that connects to SystemLink Cloud. The sensors that were used are for ambient light, temperature, and proximity. A graphical programming environment (G-LabVIEW) and related APIs were used for rapid concept-to-development process. Distinct applications have been developed for the instructor and students, respectively. The students can select which sensor and application to run on the system and observe the measurements on the local student’s application or the cloud platform at a specific moment. They can also read the data on the cloud platform and use them in their LabVIEW application. In the context of remote education, we strongly believe that this platform is and will be suitable for the COVID and Post-COVID eras as well because it creates a much better remote laboratory experience for students. In conclusion, the system that was developed is innovative because it is software reconfigurable from the device, from the instructor’s application and cloud via a web browser, it is intuitive, and it has a user-friendly interface. It meets most of the necessary requirements in the current era, being also highly available and scalable in the cloud.



2019 ◽  
Vol 1 (1) ◽  
pp. 7
Author(s):  
Muhammad Ashar ◽  
Azhar Ahmad Smaragdina ◽  
Muhammad Iqbal Akbar ◽  
Dicki Dwi Prasetya

Interactive and innovative learning media supported by Augmented Reality (AR) is specifically used in the field of science in helping the development of student learning process at State University of Malang (UM). This media is designed to build the pillar of learning innovation strategy through IT fusion on curriculum and learning. Specifically, the main target in the development of teaching media with interaction through AR mobile media and science posters integrated with virtual communications is to improve the visual capabilities of information. Several stages to be done to realize this service are: 1)build a framework of the system in a comprehensive manner, 2)testing with a number of students as a user response, 3)making showcase and 4)demonstrating application system with multimedia content with science materials with 3D perspective (animation and interactive video). The software engineering method used in this application development is the waterfall model, while the qualitative method approach is needed to measure the effectiveness and efficacy of this AR science product on increasing the level of student understanding after using this media through a questioner. It is expected that with the development of this media will accelerate the formation of learning innovation in life-based learning in UM in the future. In broader impact, this work will be able to make UM as a learning innovation university as the competitive and superior university as well as become a reference in the technology of learning media.



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