Augmented Reality Design Principles for Informal Learning (original) (raw)
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The progress in mobile application development had emphasized it to be embedded in technology especially in educational environment. In parallel, technology enhanced learning where the function was to engage the student focus, enhances the learning experiences and memorable. However, the current mobile learning systems are lacking of interactivity in term of learning content which causes student’s lack of focus and memorable. So, this article is about a survey of mobile learning application through Augmented Reality (AR) which consists of the technology in Augmented Reality, and the concept of visualization of AR in education. In this article, the framework design and integration of mobile based learning system through AR for educational environment is identified and the concept of AR Books are applied to enhances student’s experiences during learning process..
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Augmented Reality (AR) is an emerging form of experience in which the Real World (RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over the last several years, AR applications have become portable and widely available on mobile devices. AR is becoming visible in our audio-visual media (e.g., news, entertainment, sports) and is beginning to enter other aspects of our lives (e.g., e-commerce, travel, marketing) in tangible and exciting ways. The aspects of the use of augmented reality technology in the system of higher education are considered. The findings reveal an increase in the number of AR studies during the last four years. The most reported advantage of AR is that it promotes enhanced learning achievement and also of interest to the younger generation Some noted challenges imposed by AR are usability issues and frequent technical problems. The advantages and limitations of using this technology are given. The prospects for the use of...
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IAEME PUBLICATION, 2020
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Augmented reality offers great solutions in learning because most of high school students are familiar with them. Augmented reality-based applications such as the Pokémon Go 3D, or Quiver and HP Reveal can be used effectively in education. Using AR technology, teachers or even students can create content. For example, triggers using the provided website. The triggers can be image or videos, so the AR experience can be customized. In this study, authors first introduce the augmented reality and a specific application, Pokémon Go, then demonstrate the use of AR in education and finally present a survey conducted among students of a higher education in Hungary.