9,645 research outputs found

    AR Geography Textbooks

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    This paper describes the process of developing an Augmented Reality (AR) textbook mobile application. This mobile application allowed the students to view the superimposed virtual 3 dimensional animation objects in a fun and interactive manner using the marker-less physical traditional textbooks as the interaction tool. The idea of the whole project is to create a whole new and better learning experience that would be able to captivate student's interest in study. Besides, the reason behind choosing the Geography subject as the topic is because it is one of the subjects that has been teaches to every students who are pursuing their studies in every secondary school located in Malaysia. The author also believed that Geography subject is very important as it provide us with the knowledge of the world around us. It is also related to etiquette as it discussed the impact of both natural and manmade factors. Though each student will get a free textbook under Textbook Loan Scheme (SPBT) sponsored by Ministry of Education, the problem is that students might find the traditional textbooks dull and boring considered the factor of these current generations are pretty tech-savvy these days. Students in these generations are easily distracted and bored when they need to learn from a traditional textbook. This is due to maybe they are always surrounded by new technology and gadgets that can offered them a lot of entertainment which is very interactive and fun. However, the use of augmented reality should solve this problem. Augmented Reality (AR) is considered the best of both worlds, where, real and virtual objects are combined in the real environment, that will allow the use of both technology based application and a traditional physical textbooks, combining the benefits of both and meeting the students and teachers midway. Although AR technology is not new, its application on education sector is still not enough. The main aim of this research is to develop an interactive AR textbook where it can create a whole new and better learning experience that would be able to captivate student's interest in study. One of the objectives of the study is to enhance the traditional textbooks by implementing an AR technology. Meanwhile the scope of this project involves 3D modeling, texturing, rigging and animation

    A Review Of The Features Of Augmented Reality Science Textbook

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    This paper reviews several literatures concerning the features of Augmented Reality (AR) based textbook that could be applied for science learning in schools in order to make the learning process effective and interesting. The intervention of AR in science textbook could bring a tremendous impact on students’ attitude towards the science subject. Even though there are several other proven and astonishing technologies for learning, AR has been chosen because of its highly potential and immersive characteristics. AR overlays real and virtual environment and displays them simultaneously on a computer screen. This technology offers students with the ultimate imaginary and makes them feel the real experience with scientific concepts which is impossible to experience in real life. This paper identifies several interesting features that could be applied in science textbook. These features are able to cultivate positive attitude and motivate the students to perform well in the science subject. Even though, the existing textbook is comprehensive, there are some limitations that might influence students’ performance in the science subject. By adding some additional features into the textbook, it could overcome the limitations and motivates the students in the learning process. This paper will be of interest to researchers in the areas of Augmented Reality in education as well as science teachers in general. This paper aims to introduce AR based textbook so that it can be widely used in schools especially for science learning so as to motivate students to be more interested in science. The information about the features of Augmented Reality (AR) based textbook that have been discussed in this paper will hopefully be a very useful guidance for other researchers as well as science teachers in planning and developing their own AR based textboo

    Adolescent Literacy and Textbooks: An Annotated Bibliography

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    A companion report to Carnegie's Time to Act, provides an annotated bibliography of research on textbook design and reading comprehension for fourth through twelfth grade, arranged by topic. Calls for a dialogue between publishers and researchers

    Stavovi studenata prema primjeni mobilne proširene stvarnosti u visokom obrazovanju

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    Virtual (VR) and augmented reality (AR) have emerged from the framework of academic and industrial laboratories and have acquired global attention. Currently, the focus shifted from the technologies themselves to finding adequate teaching and learning applications. In this paper, the students\u27 attitudes toward the application of mobile AR (MAR) in higher education (HE) were researched (with a focus on augmented textbooks). The results showed that the students have a mostly positive attitude, and it is concluded that there was no statistically significant difference between the STEM (science, technology, engineering, and mathematics) and non-STEM students\u27 opinions regarding this topic. Based on the results, the further research and integration of this technology into HE settings can be suggested.Virtualna i proširena stvarnost izašle su iz okvira akademskih i industrijskih laboratorija i stekle su globalnu pozornost. Trenutačno se fokus pomaknuo sa samih tehnologija prema pronalaženju odgovarajuće primjene u poučavanju i učenju. U ovom radu istraživani su stavovi studenata o primjeni mobilne proširene stvarnosti u visokom obrazovanju (s naglaskom na augmentiranim udžbenicima). Rezultati su pokazali da studenti imaju uglavnom pozitivan stav, a zaključeno je i da ne postoji statistički značajna razlika u mišljenju između STEM (znanost, tehnologija, inženjerstvo i matematika) i ne-STEM studenata o ovoj temi. Na temelju rezultata istraživanja mogu se predložiti daljnja istraživanja i integracija ove tehnologije u postavke visokog obrazovanja

    Enhancing Primary School Teaching through Virtual Reality

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    In this day and age, the usage of computers as well as Internet combined with mobile devices is an integral part of our routine especially for adolescents and younger children. Thus, it puts forward a multitude of challenges and advances for educational institutions. The purpose of this article is to explore the current use of virtual reality in order to support teaching and learning along with presenting a teaching proposal concerning the utilisation of CoSpace Edu software on the subject of Religious Affairs

    Spatial Acumen in the Digital Age: The Transformative Power of STEM-Enriched Mobile Textbooks in Geography

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    Integrating technology into learning has become a pivotal necessity in the digital age. This underscores the imperative for educators, serving as facilitators, to organize and implement digital technology within instructional processes adeptly. Central to this application is educators’ perceptions of the utilization of mobile digital textbooks. Crucially, this study, rooted in a qualitative research design, sought to elucidate teachers’ perceptions regarding the employment of the Mobile Digital Textbook, integrated with a STEM approach, to enhance students’ spatial thinking and Higher-Order Thinking Skills (HOTS). Data collection was meticulously executed through semi-structured interviews involving fifteen geography educators from eight East Java, Indonesia, secondary institutions. With the aid of NVIVO software, the data were systematically organized and categorized based on pre-established criteria. The findings revealed a predominantly positive perception among the fifteen participants towards using the Mobile Digital Textbook with the STEM approach in fostering students’ spatial thinking and HOTS. The implications of this research underscore the significance of continuous training and support for educators in assimilating digital technology, particularly mobile digital textbooks, to elevate instructional quality and cultivate students’ advanced cognitive abilities

    AR Geography Textbooks

    Get PDF
    This paper describes the process of developing an Augmented Reality (AR) textbook mobile application. This mobile application allowed the students to view the superimposed virtual 3 dimensional animation objects in a fun and interactive manner using the marker-less physical traditional textbooks as the interaction tool. The idea of the whole project is to create a whole new and better learning experience that would be able to captivate student's interest in study. Besides, the reason behind choosing the Geography subject as the topic is because it is one of the subjects that has been teaches to every students who are pursuing their studies in every secondary school located in Malaysia. The author also believed that Geography subject is very important as it provide us with the knowledge of the world around us. It is also related to etiquette as it discussed the impact of both natural and manmade factors. Though each student will get a free textbook under Textbook Loan Scheme (SPBT) sponsored by Ministry of Education, the problem is that students might find the traditional textbooks dull and boring considered the factor of these current generations are pretty tech-savvy these days. Students in these generations are easily distracted and bored when they need to learn from a traditional textbook. This is due to maybe they are always surrounded by new technology and gadgets that can offered them a lot of entertainment which is very interactive and fun. However, the use of augmented reality should solve this problem. Augmented Reality (AR) is considered the best of both worlds, where, real and virtual objects are combined in the real environment, that will allow the use of both technology based application and a traditional physical textbooks, combining the benefits of both and meeting the students and teachers midway. Although AR technology is not new, its application on education sector is still not enough. The main aim of this research is to develop an interactive AR textbook where it can create a whole new and better learning experience that would be able to captivate student's interest in study. One of the objectives of the study is to enhance the traditional textbooks by implementing an AR technology. Meanwhile the scope of this project involves 3D modeling, texturing, rigging and animation

    EXPLORING NATIONALISM VALUES IN SENIOR HIGH SCHOOL ENGLISH TEXTBOOKS

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    This research investigates the representation of nationalism values in Pathway to English and Bahasa Inggris, the transfer and negotiation of those values through nation and national narratives in English class, and the reflection of nationalism values in students’ English vlogs. Descriptive qualitative method was employed in two schools using document analysis, classroom observation, and semi-structured interviews. The nationalism values promoted in textbooks are citizens, cultures, routine deixis, and so on. The nation and national narratives aid the development of students’ English skills, nationalism awareness, autonomous learning and engagement. The vlogs reflected the students’ localized nationalism using routine deixis, architecture, etc
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