Delivering Educational Multimedia Contents through an Augmented Reality Application: A Case Study on its Impact on Knowledge Acquisition and Retention (original) (raw)

Impact of an Augmented Reality System on Students' Learning Performance for a Health Education Course

International Journal of Management, Economics and Social Sciences, 2019

In recent years, the innovative applications of integrated augmented reality (AR) into educational settings had increased rapidly in Taiwan. AR provides the scene of the real world while interacting with the virtual and physical objects and increases students' learning motivation. This paper presents an empirical study that investigated the middle-school students learning health education courses related to human body structure knowledge integrating AR technology with different learning style preferences. A two-way t-test was applied to examine the experimental (AR-based) or control (traditional lecture) group in health education courses for four consecutive weeks, comparing with pre-test and post-test scores. The findings revealed that students in the AR experimental group apparently had a higher learning achievement than the students in the control group. Moreover, students with different learning styles had the significant differences in learning achievement. The research outcomes provided the practical implications for educators in incorporating AR applications for enhancing learning motivation and to study the differences in students' learning style.

Collaborative development of an augmented reality application for digestive and circulatory systems teaching

Proceedings - 10th IEEE International Conference on Advanced Learning Technologies, ICALT 2010, 2010

Augmented Reality (AR) appears as a promising technology to improve students motivation and interest and support the learning and teaching process in educational contexts. We present the collaborative development of an AR application to support the teaching of the digestive and circulatory systems. We developed this system with the support of a private Spanish school. The main objective of the application is to show the student in primary school, in the most accurate way, digestive and circulatory systems. By other hand, we also develop our own AR library, HUMANAR, in order to ensure the integration of AR into our game engine and to overcome some drawbacks present in some public libraries. Moreover, our system provides several advantages over the traditional learning as books, videos or practice with animal organs.

Augmented Reality Application-based Teaching Material's Effect on Viscera Learning Through Algorithmic Thinking

JOURNAL OF SCIENCE LEARNING, 2021

The study aimed to examine AR-based teaching material's effect on viscera learning through algorithmic thinking by the primary school teacher candidates who are sophomores in the classroom teaching department in the spring term of the 2018-2019 academic year at a state university in the Eastern Black Sea and selected by convenience method. Viscera Information Form (VIF) and Application Process and AR Survey Form (APSF) were used as data collection tools in the study. VIF included subjects viscera in a human model and placed them in the skeletal structure. The other form, APSF, is about the application process and the material prepared with augmented reality. While the data obtained from VIF were analyzed under the researcherdefined categories regarding the participants' showing each viscera in a human torso model and placing them in the skeletal structure, the data obtained from APSF was processed with content analysis. The study results revealed that AR-based teaching material makes a positive contribution to the learning of viscera through algorithmic thinking. In addition, this is determined as AR-based teaching material contributes to understanding the related basic concepts through algorithmic thinking.

Effects of using augmented reality on students' learning

Trends in Computer Science and Information Technology, 2023

This article presents the results of a systematic review of the literature regarding the effects of using Augmented Reality (AR) on the learning of science students (Natural Sciences and Biology). The PRISMA methodology was used. Ten articles were selected from indexed journals, in a period of time between 2010 and 2022, after applying the inclusion and exclusion criteria. The main inclusion criteria were: only articles with students from Basic and Secondary Education (equivalent to ISCED 2 and 3) and that report results in students’ learning. The main exclusion criteria were: duplicate articles and those that did not present a teaching strategy associated with the use of AR. The databases consulted were Scopus, ScienceDirect, Springer Link, EBSCO and Web of Science. Eight out of ten of the selected articles used an experimental methodology. The results indicate that AR had positive effects on students’ learning and motivation, as well as on other variables such as visuospatial skills and student involvement in tasks.

Augmented Reality in Facilitating Learning: A Review

Asia-Pacific Journal of Information Technology and Multimedia

The present study reviews the augmented reality application in the education area. Justification of the use is to improve the learning motivation and outcome of students through the use of a deep learning approach. A deep learning approach is associated with better academic performances. Augmented reality provides a tool to motivate learning and understanding in the student. In the medical domain, augmented reality may serve as replacement of cadavers especially during online learning. The main aim of the current review is to reflect the use of augmented reality as a teaching and learning tool to motivate and promote the deep learning approach process which includes life-long learning and possible research areas that warrant and assess the impact of augmented reality on academic performance. Augmented reality may be a tool in complementing the learning aids of the conventional methods of teaching and learning.

A NEW TEACHING / LEARNING PLATFORM BASED ON AUGMENTED REALITY TECHNOLOGY: DIDACTICAL SCENARIO 1

Information and Communication Technology in Natural Science Education – 2007 , 2007

The process of creating a teaching/learning platform based on the idea of Augmented Reality is an innovative technology aimed at implementing links between the real and virtual world. The technology developed by the ARiSE project focuses on offering conditions for customers not only to observe a combined view (real and virtual) but also to directly interact with the real world (real objects). It is likely that the approach learning by doing is more effectively realized in the educational process. The article introduces a didactical scenario of teaching/learning module 1 - Biology: the Human Digestive System. – prepared for implementation using the AR platform. The paper presents the classification of real objects and virtual augmentations and describes students’ possibilities of communication and collaboration applying the platform. Apart from technical arrangements (finding effective solutions to the technical questions on the platform), didactical decisions play a crucial role. The platform discussed in the teaching/learning platform cannot be efficiently employed without didactical reasoning. Creating teaching/learning modules and constructing didactical scenarios of practicing the modules is one of the main conditions to use the above mentioned innovative technology in the educational practice.

The role of augmented reality in Anatomical education: An overview

Annals of Anatomy-anatomischer Anzeiger, 2020

Background: The outcomes of the implementation of augmented reality (AR) in anatomical education have not been reviewed so far. We performed a narrative review of the literature concerning these outcomes. Methods: We searched in the databases PubMed, Scopus, Cochrane, ERIC, CINAHL plus and Web of Science for papers with the aim to explore the outcomes of the implementation of AR in anatomical education. From each paper, we extracted the following data: authors, year of publication, type of study (comparative or not), number of participants, level of outcome according to Kirkpatrick hierarchy, acceptability of AR, impact on examinations performance, ability to facilitate understanding of spatial organization of structures and to motivate students to learn anatomy. Results: Seven papers were eligible for analysis. There were five comparative and two non-comparative studies. Three studies evaluated only students' perceptions about AR, while four papers assessed their examinations performance after the application of AR. Generally, AR was proved a highly acceptable and enjoyable anatomy teaching tool. It had remarkable efficacy in terms of helping students understand three-dimensional organization of structures and achieve satisfactory examinations results. Conclusions: Although the research concerning the implementation of AR in anatomical education is relatively limited, there are promising results regarding the teaching potential of AR. These results could encourage anatomy educators to include this tool in their teaching methods. Randomized controlled studies are needed to prove if AR could effectively replace or supplement other anatomy pedagogy methods.

Educational Uses of Augmented Reality (AR): Experiences in Educational Science

Augmented Reality (AR) is an emerging technology that is gaining greater influence on teaching every day. AR, together with mobile technology, is defined as one of the most efficient pairs for supporting significant and ubiquitous learning. Purpose of the study: the Instructional Material Motivational Survey (IMMS), by Keller, was used to determine the degree of motivation possessed by the Pedagogy students on the utilization of the notes enriched with AR in the classroom, available for their didactic use through mobile devices. Methods: through an app designed for the courses Education Technology (ET) and Information and Communication Technologies (ICT) Applied to Education, the motivation gained when participating in this experience, and how it influences the improvement of academic performance, was evaluated. Results and conclusions: the most notable main result was finding a strong relationship between the motivation of the students when using the enriched notes and the increase of performance in the academic subject where it was used. Likewise, it was proved that the use of Augmented Reality benefited the learning process itself.

Learning media for human digestive system based on augmented reality

Journal of Physics: Conference Series, 2019

The learning process is an activity that aims to transfer knowledges, including students in junior high school. With the existence of augmented reality-based interactive learning media that enables a more interesting learning process to make students being motivated, excited, and interested in the learning process, especially in humans who use mobile devices. The process of making this application using software Unity 3D is intended for mobile devices with the Android operating system. This medium learning application has features in the form of three dimensional models of every organ in humans and also contains the information about the selected process. Application development in this application is Luther Calculation. With this research, students are expected to be able to consolidate the existing material in three dimensional forms well. And also, reducing the students' boredom and increasing the students' learning interest.

The Potential of Augmented Reality in Education: A review of Previous Research

Proceeding of 5th International Graduate Conference on Engineering Science & Humanity 2014 (IGCESH 2014), 2014

Technology in education can influence students to learn actively and motivate them, leading to an effective process of learning. Previous research has identified the problem that technology will create a passive learning process if the technology used does not promote critical thinking, meaning making or metacognition. Augmented reality (AR) has been introduced and shown to have good potential in making the learning process more active, effective and meaningful. This is because its advanced technology enables users to interact with virtual and real-time applications and bring the natural experiences to the user. In addition, the merging of AR in education has recently attracted research attention because of its ability to allow students to be immersed in realistic experiences. Therefore, this concept paper reviews the research that has been conducted on AR. The review describes the application of AR in a number of fields of study including medicine, chemistry, mathematics, physics, geography, biology, astronomy and history. This article also discusses the advantages of AR compared to traditional technology (such as e-learning and courseware) and traditional teaching methods (traditional books). The review of the results of the previous research shows that, overall AR technologies have a positive potential and has advantages that can be adapted in education. The review also indicates the limitations of AR which can be overcome in future research.