Learning Analytics: For a Dialogue Between Teaching Practices and Educational Research Improving Learning with Augmented Reality: A Didactic Re-Mediation Model from Inf@Nzia (original) (raw)

School of the Future: A Comprehensive Study on the Effectiveness of Augmented Reality as a Tool for Primary School Children’s Education

Applied Sciences

With the emerging technologies of augmented reality (AR) and virtual reality (VR), the learning process in today’s classroom is much more effective and motivational. Overlaying virtual content into the real world makes learning methods attractive and entertaining for students while performing activities. AR techniques make the learning process easy, and fun as compared to traditional methods. These methods lack focused learning and interactivity between the educational content. To make learning effective, we propose to use handheld marker-based AR technology for primary school students. We developed a set of four applications based on students’ academic course of primary school level for learning purposes of the English alphabet, decimal numbers, animals and birds, and an AR Globe for knowing about different countries around the world. These applications can be played wherever and whenever a user wants without Internet connectivity, subject to the availability of a tablet or mobile ...

A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies

Multimodal Technologies and Interaction, 2021

The deployment of augmented reality (AR) has attracted educators' interest and introduced new opportunities in education. Additionally, the advancement of artificial intelligence has enabled educational researchers to apply innovative methods and techniques for the monitoring and evaluation of the teaching and learning process. The so-called learning analytics (LA) discipline emerged with the promise to revolutionize traditional instructional practices by introducing systematic and multidimensional ways to improve the effectiveness of the instructional process. However , the implementation of LA methods is usually associated with web-based platforms, which offer direct access to learners' data with minimal effort or adjustments. On the other hand, the complex nature of immersive technologies and the diverse instructional approaches which are utilized in different scientific domains have limited the opportunities for research and development in this direction. Within these research contexts, we present a conceptual framework that describes the elements of an LA process tailored to the information that can be gathered from the use of educational applications, and further provide an indicative case study for AR-supported educational interventions. The current work contributes by elucidating and concretizing the design elements of AR-supported applications and provides researchers and designers with guidelines on how to apply instructional strategies in (augmented) real-world projects.

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.

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.

Zarwina Yusoff, Mohd Shahrizal Sunar, (2014) Augmented Reality: A Survey in Educational Environment, International Journal of Interactive Digital Media, Vol.2 (1), ISSN 2289-4098, e-ISSN 2289-4101, pp. 1-8

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..

Augmented Reality as a New Media for Supporting Mobile-Learning

Handbook of Research on Applied Learning Theory and Design in Modern Education, 2016

Combining mobile technologies with Augmented Reality (AR) has recently enabled the ubiquity of AR technologies in our everyday life. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device. This chapter presents the most popular augmented reality applications and we select AR ecosystems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this chapter. It is presented the creation of two novel augmented reality books. One developed with teachers and students. Another book that was developed for increasing the interest of reading for children that is being used by storytellers. Several examples are also presented that are used in educational activities, from kindergarten, elementary, secondary schools and university, to improve reading, comprehension, learning of music and better understand the drawing of orthographic views.

The Ways of Using Augmented Reality in Education

2018

As the improvement in the technologies is fast and widespread, it should be used for its best. Emerging technologies like an augmented reality are used to play games when at the same time it can be the best motivating educational tool. However, augmented reality tools are not spread in schools or higher education institutions, just several apps are designed for the educational purposes. The problem is that there is no one effective model which would help to increase the efficiency of the learning process and the gap between the need of different types of using augmented reality (AR) in education and different subjects is still existing. The authors provide the model of AR for the effective learning processes.

Assisting Students Learning Experiences Using an Augmented Reality Model Framework

International Journal of Learning and Teaching

In learning through experience there are so many techniques that can be used in order to learn and master skills. Strategies used for learning may be in the form of presentation, multimedia, simulation or hands-on. Others might prefer combination of strategies both being able to hear and/or see the actual or real object of machines, tools or equipment. There are advanced visual technologies available in the internet to choose from but most are not designed to the learning process in a school. Augmented reality is an emerging advance technology that shows a lot of use and opportunity as a tool for learning and enhancing experience. AR can simulate real objects into models that be used for education. This study aims to experiment on an AR engine created using the AR model framework to enhance the learning experiences of students in the different learning strategies used in this study. The experiment is focused to find the significant differences of not having and having an AR model in...

Revealing the true potential and prospects of augmented reality in education

Smart Learning Environments, 2024

Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which they can be used effectively for educational purposes and reveal valuable insights. A Systematic Bibliographic Review was carried out on 73 articles. The structure of the paper followed the PRISMA review protocol. Eight questions were formulated and examined in order to gather information about the characteristics of the applications. From 2016 to 2020 the publications studying AR applications were doubled. The majority of them targeted university students, while a very limited number included special education. Physics class and foreign language learning were the ones most often chosen as the field to develop an app. Most of the applications (68.49%) were designed using marker detection technology for the Android operating system (45.21%) and were created with Unity (47.95%) and Vuforia (42.47%) tools. The majority of researches evaluated the effectiveness of the application in a subjective way, using custom-made not valid and reliable tools making the results not comparable. The limited number of participants and the short duration of pilot testing inhibit the generalization of their results. Technical problems and limitations of the equipment used are mentioned as the most frequent obstacles. Not all key-actors were involved in the design and development process of the applications. This suggests that further research is needed to fully understand the potential of AR applications in education and to develop effective evaluation methods. Key aspects for future research studies are proposed.

Augmented reality and mobile learning: the state of the art

International Journal of Mobile and Blended Learning, 2013

In this paper, we examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit but little has been done to discuss the phenomenon in detail or to examine in a balanced fashion its potential for learning, identifying both positive and negative aspects. We seek to provide a working definition of AR and to examine how it can be embedded within situated learning in outdoor settings. We classify it according to key aspects (device/technology, mode of interaction/learning design, type of media, personal or shared experiences, whether the experience is portable or static, and the learning activities/outcomes). We discuss the technical and pedagogical challenges presented by AR, before looking at ways in which it can be used for learning. Finally, the paper looks ahead to AR technologies that may be employed in the future.