Mobile Technologies and Augmented Reality in Open Education - Advances in Educational Technologies and Instructional Design
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Published By IGI Global

9781522521105, 9781522521112

Author(s):  
Utku Köse

Objective of this chapter is to introduce an Augmented Reality based intelligent mobile application (M-Learning application) to support courses of Computer Education. In the study, it was aimed to provide an alternative way of improving M-Learning experiences by employing both Augmented Reality and Artificial Intelligence based approaches in a common environment. Briefly, the application is able to use an intelligent mechanism evaluating students' several dynamic learning parameters to match them with the most appropriate course materials provided over the system. So, each student can encounter with appropriate course materials matching with their states over the application system. The related course materials include both AR based ones and standard ones as uploaded by teachers. An evaluation based flow has been run in the study by using the developed application through courses of Computer Education and the obtained results have shown that the application is effective and successful enough at improving students' learning experiences and achieving a good Open Computer Education.


Author(s):  
Muzaffer Özdemir

In recent years, presenting the useful information in an effective way has become a great necessity for educators. The opportunities provided by the AR technologies offer practical ways to meet this need of educators. By integrating the digital objects with real-world assets simultaneously, AR helps to concretize abstract concepts, and enhances the sense of reality, which in turn is a huge contribution to learning. In this chapter, it was presented the various limitations and advantages of AR revealed by some empirical studies in the literature. In addition, it was given information about AR development tools/ programs, add-on packages and presented development stages for an exemplary AR book page. The use of the Unity and Vuforia was explained as the development tools. It is believed that this information would be useful for those who will develop AR application which can be easily displayed by mobile or desktop PCs.


Author(s):  
Belgin Boz Yuksekdag

The main topic of this chapter is the importance of mobile augmented reality in online nursing education. Firstly, imbalance nurse supply- demand will be discussed in the world and Turkey. Solution proposals of important institutions and organizations will be handled to increase the number and quality of nurses. One of these proposals is online nursing education. Secondly, the importance and use of mobile technology will be handled in online nursing education, and where mobile technology is used in nursing. Lastly, the use of mobile augmented reality will be tackled in theoretical and practical areas of online nursing education, and suggestions will be presented to online nursing education providers.


Author(s):  
Derya Bozdogan ◽  
Buket Kasap ◽  
Utku Kose

Introducing an intelligent augmented reality based M-learning application designed and developed for improving engineering students' English language skills, this chapter reports a work-in-progress that focuses on system design procedure. The application consists of Artificial Intelligence (AI) based functions to ensure an effective learning flow while taking advantages of game-based learning by providing a story board structure with a content tree. Four design principles “fair use, flexible use, fault tolerance, educational climate” by Elias in addition to Stockwell and Hubbard's principles for mobile supported language learning have been taken into account. Furthermore, the proposed system here employs an effective approach combining both real and virtual environments to achieve an Augmented Reality based learning experiences for students. After the introduction of the application, the chapter outlines how it will be processed in the future.


Author(s):  
Miraç Banu Gundogan

Ecosystems are particular areas in nature where all living and nonliving components interact with each other and their environment. The term has also been used as a metaphor in scientific and social contexts. Learning ecosystem is one of these which studies the components and interactions of learning processes. Augmented reality is among the components of a (mobile) learning ecosystem. Potentials of integrating augmented reality in mobile learning are not denied, yet there are concerns that these might turn into short living fashion items if their long term consequences are not considered. Defining a mobile learning ecosystem, clarifying the position of augmented reality component within, describing its relations with other components and searching for a balance in these interactions would be an answer to these concerns. This chapter gives an answer by presenting mobile learning ecosystem and augmented reality definitions derived from a Delphi study carried out in 2016 in Turkey. The results and discussions present a “good fit” framework for a viable mobile learning ecosystem.


Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


Author(s):  
Irfan Sural

The evolution and broad ownership of mobile devices has led to an increased interest to integrate the benefits of mobile learning and augmented reality applications. New possibilities for teaching and learning provided by augmented reality have been increasingly recognized by educational researchers. Mobile augmented reality can provide rich contextual learning for individuals. Currently virtual reality and augmented reality applications are used for training in fields as diverse as trades, military, entertainment, education and health. This chapter will explore different dimensions of mobile augmented reality and exemplify their potential for education. Therefore, how mobile augmented realty applies to education and training domain, and the potential impact on the future of education will be explained. Current status, opportunities and challenges of mobile augmented reality in education, mobile augmented reality applications will be included.


Author(s):  
Patricia Salinas

This chapter intends to advance a sociocultural perspective to frame the integration of augmented reality technology for the learning of mathematics. It is discussed the design of an application already produced with this technology. The purpose of the application is to promote the development of spatial ability while also reviewing the visualization of some calculus topics at college. The author contends the benefits of focusing in the graphical representation to approach mathematics knowledge, especially because digital devices are part of the modern culture. Students today are familiar to explore in digital media, and this should be an opportunity to inquire the power of digital design to engage in mathematical thinking.


Author(s):  
Daniel W. E. Hein ◽  
Jennah L. Jodoin ◽  
Philipp A. Rauschnabel ◽  
Björn S. Ivens

Recent market research forecasts predict that a new form of wearable devices will soon influence the media landscape: Augmented Reality Smart Glasses. While prior research highlights numerous potentials in personal and professional settings of smart glasses, this technology has also triggered several controversies in public discussions, for example, the risk of violating privacy and copyright laws. Yet, little research addresses the questions of whether smart glasses are good or bad for societies, and if yes, why. This study conducts exploratory research to contribute to narrowing this gap. Based on a survey among consumers, the authors identify several societal benefits and risks that determine consumers' evaluation of the anticipated and desired success of smart glasses. These findings lead to numerous important implications for consumers, scholars, managers, and policy makers.


Author(s):  
Devkan Kaleci ◽  
Tansel Tepe

In this study, general information about video game and video game sector, process of steps when designing, developing, and marketing a video game are presented in detail. Since game designers attempt to create their own type and develop new game type, there is no certain acceptance about suitable categorization for video games and certain number of video games types. For this reason, it is firstly mentioned about video game concept as well as systematically categorizing all game types in this study. Afterwards, each of these game categories and game types are described in details. Furthermore, it is aimed to raise awareness of researchers interested in this area, and to help in removing false or incomplete information about video games in the process of video game development.


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