Educational Uses of Augmented Reality (AR): Experiences in Educational Science (original) (raw)
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Use of Elements of Augmented Reality in the Educational Process in Higher Educational Institutions
2019
The widespread use of various gadgets by students, schoolchildren and even children of preschool age expands the possibilities of educational technologies through the visualization and virtualization of information and processes that are explained by this information. The reality created by gadgets, sometimes absorbs the user so that they can not distinguish between the invented and realized by computer technology environment from the natural. This feature should be used in training to improve its quality and increase its effectiveness, as well as for educational purposes. Combination of real environment and digital information is possible due to technologies of augmented reality. The article provides definitions of augmented reality; its properties are considered. The following types of augmented reality used in education are highlighted: learning applications (addition of teaching visualized information); books with the use of augmented reality; object modeling (drawings in engine...
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..
Use of Augmented Reality in Learning
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.
A Research Based on How Augmented Reality can Impact on Student
International Journal For Research In Applied Science & Engineering Technology, 2020
Physical-world is three-dimensional and mostly we prefer to use two-dimensional media in education. The mixture of AR technology with the tutorial content creates new quite automated applications and acts to strengthen the effectiveness and attractiveness of teaching and learning for college kids in real-world scenarios. Augmented Reality (AR) could also be a technology field that involves the seamless overlay of a computer generates virtual images on the important world, in such how that the virtual content is aligned with world objects, and may be viewed and interacted with in real-time. Technology in education can influence students to seek out activities and should motivate them, leading to an efficient process of learning. The review of the results of research shows that, overall, AR technologies have positive potential and advantages which may be adopted in education.
Revista Tecnología, Ciencia Y Educación, 2022
Augmented reality is an emerging technology that is increasingly being integrated into the educational system. In addition, numerous investigations highlight its benefits for learning such as: mixed reality recreation, real-time integration, incorporation of information from different sources (video, 3D, audio, web pages, etc.). In this sense, this work presents the results of the Rafodiun Project (Augmented Reality to Increase Training. Design, Production and Evaluation of Augmented Reality Programs for University Training), financed by the Ministry of Economy and Competitiveness of the Government of Spain in 2017. In it, it is intended to analyze the educational possibilities that augmented reality can have for university training contexts. This analysis is carried out from different perspectives, both technological-instrumental, educational, design of training environments, and of students as augmented reality content producers. The results demonstrate the possibilities and potential that augmented reality offers for the learning of students and university professors (men and women) in different areas. In the same way, predictive models of the acceptance of this technology in the classroom (technology acceptance model [TAM]) are consolidated. Based on the previous lines, the applicability of augmented reality in the university classroom is discussed, as well as the necessary training of teachers in creating, editing and modifying objects and materials in augmented reality.
Review of Research on Augmented Reality in Education: Advantages and Application
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022
Innovation in training can impact understudies to advance effectively and can persuade them, prompting a successful cycle of learning. Past exploration has distinguished the issue that innovation will make an inactive learning process in the event that the innovation utilized doesn't advance decisive reasoning, importance making or meta-cognition. Since its presentation, expanded reality (AR) has been displayed to have great potential in making the educational experience more dynamic, viable and significant. This is on the grounds that its cutting edge innovation empowers clients to interface with virtual and continuous applications and carries the normal encounters to the client. What's more, the converging of AR with schooling has as of late drawn in research consideration as a result of its capacity to permit understudies to be submerged in sensible encounters. Accordingly, this idea paper surveys the exploration that has been directed on AR. The survey portrays the utilization of AR in various fields of getting the hang of including Medicine, Chemistry, Math, Physics, Geography, Biology, Astronomy and History. This paper additionally talks about the upsides of AR contrasted with conventional innovation, (for example, e-learning and courseware) and customary instructing techniques (chalk and talk and conventional books). The audit of the consequences of the examination shows that, generally speaking, AR innovations have a positive potential and benefits that can be adjusted in instruction. The audit additionally demonstrates the impediments of AR which could be tended to in future exploration Keywords: augmented reality, technology, education I. INTRODUCTION Innovation has become installed in instruction and the outcomes demonstrate a positive effect on learning and instructing styles. As per Shapley , examples that are upheld by innovation will prompt more inventive types of educating and learning. This is on the grounds that the utilization of innovation includes genuine issues, current instructive assets, re-enactment of ideas, and correspondence with experts in the field. In expansion, getting the hang of utilizing innovation is accepted to supplement the conventional types of educating and learning. The combination of innovation instruments into the educational program is turning out to be important for great instructing Educators not just need to spend a reasonable arrangement of individual time working with PCs yet additionally ought to have a elevated degree of advancement and certainty to utilize the new innovations that are installed in contemporary schooling. The reconciliation of innovation additionally gives a way to improve understudy learning and commitment to addresses. Accordingly, ongoing investigations have expected to more readily comprehend the applications adjusted during addresses from the point of view of understudies, including sight and sound, PC based recreations, movements and measurable programming (Neumann et al., 2011). Research by Geer and Sweeney (2012) showed that the utilization of an assortment of media applications to make sense of ideas expanded the comprehension and upheld more prominent cooperation between understudies. Expanded reality (AR) is another innovation that has arisen with potential for application in training. While a ton of examination has been led on AR, not many investigations have been directed in the training field. The number of concentrates on AR is becoming because of the viability of this innovation as of late. AR has been utilized invarious fields in training. Specifically, AR gives an effective method for addressing a model that necessities perception (Singhal et al., 2012). AR likewise upholds the consistent communication between the genuine and virtual conditions and permits an unmistakable connection point allegory to be utilized for object control (Singhal et al., 2012). II. BACKGROUND OF PROBLEM As of late, legislatures have carried out drives with the plan to work on the quality and adequacy of the educating and educational experience. Accordingly, there is a way of thinking named as 'Falsafah Pendidikan Kebangsaan'. Being made for the acknowledgment of this drive. Furthermore, Malaysia is moving towards the title of a create nation and this needs a local area which educated, moderate, imaginative and can contributes in science and innovation. These drives are roused by the acknowledgment that the customary chalk and talk showing strategy and the utilization of static course books are neglecting to draw in understudies and prompting unfortunate learning results.
Augmented reality research and applications in education
Augmented reality technologies undertake focus role which provide opportunity to harmonize the earthily reality with virtual field and evaluate their integral elements. The very first examples of augmented reality applications are viewers on the head, simulators, wearable tools, pocket PCs, desktop PCs and cameras which are integrated externally but augmented reality applications have gain a great acceleration by developing technologies such as internet, becoming popular for the mobile devices and their mobile applications accordingly and especially by the appearance of the smart wears and increase on their functions. Augmented reality applications that are often used in defence, industry, medicine, trade and entertainment are now started to be used in the education. Augmented reality applications achieve deep learning of the systems or objects which are hard to learn by attracting attention and cares of the students by providing their different views during teaching and learning process. Also these applications supports students to use their creativity by expanding their imagination. Especially if we consider today's students are digital natives (Y and Z generation) who grow up in the multimedia world and inside the technology, it is a reality that augmented reality applications which have rich content in the learning-teaching environments can have a role that increase the motivations of the students instead of a classic course book. In the light of these information, in this study the research and application samples of augmented reality which is now used widely in teaching and learning process the effect of augmented reality on teaching and learning is handled.
Prospects for the use of Augmented Reality in Education
Embedded Selforganising Systems
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...
Parameters of Augmented Reality and Its Use in Education
Journal on Efficiency and Responsibility in Education and Science, 2013
This article examines the issue of augmented reality and possibilities of its application in education. It briefly reports on selected results of a broader survey focused on technological, psychological, physiological and didactical aspects of the issue. It presumes that augmented reality has its unique place in technical teaching tools since it is a technological-perception concept, which in certain didactical situations creates more suitable perceptual environment than real environment itself on one hand, or virtual environment on the other. It focuses on identification of the technological-functional properties and specifics of augmented reality systems and on verification of model examples of augmented reality applications in school practice. It characterizes the course and results of empirical research project based on a descriptive case study exploring the cases of implementing selected application solutions of augmented reality into learning experience in accordance with the model of proactive action research.
Technologies of Virtual and Augmented Reality for High Education and Secondary School
2019
Every year there are new technologies used in the education of the younger generation. The introduction of mobile and portable devices in the educational process helps to improve the quality of educational materials by software. It complements or expands the content of textbooks and workbooks. The main trend in software development of educational purposes is the system of virtual and augmented reality. VR and AR-technologies provide an opportunity to interact with various branches of science, ranging from virtual excursions and object studies to experiments in Physics, Biology, Chemistry, Astronomy, etc. Virtual and augmented realities are unique learning environments in various fields of science reproducing virtual models in details. There are ready-made products designed for use in specific subject areas. Most software for learning in virtual and augmented reality have English language interface, so it’s a need to develop educational software for Ukrainianspeaking students and pup...