3,946 research outputs found

    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

    Critical-Multimodal Discourse Analysis on The Encyclopedia 4D Series Textbook for Early Childhood Education Students

    Get PDF
    This study aims to reveal the use of textual and visual-digital language in textbook used as learning materials for children at the Early Childhood Education (PAUD) level in Bogor. The book becoming the subject of the research is the 4D Encyclopedia Series for Children, Dinosaurs series. The data sourced from selection results related to text, and visual-digital images that are adapted to the language level of children at the Early Childhood Education (PAUD) level. The researcher will use a critical multimodal discourse analysis and children language development theory to find out the level of compatibility between the discursive level in discourses presented in the book in textual and digital (audio-visual) form with Android based artificial intelligence technology. Interview with the textbook users was conducted as well to triangulate data of the research findings. The results of this study are expected to be a source of information for linguistic and education researchers in the future in exploring more about textual, visual, and digital language editorials in textbooks that are used as a basis for teacher reference in teaching. In addition, the results of this study are also expected to provide insightful perspectives for writers and book designers in creating works that are appropriate to the level of students

    Potential of EPUB3 for Digital Textbooks in Higher Education

    Get PDF
    The e-book market is currently in a strong upswing. This research study deals with the question which practical uses the e-book format EPUB3 offers for (higher) education. By means of a didactic content analysis, a range of interactive exercise types were developed as a result of conversations with teachers. For this purpose, a didactic and technical concept has been developed. Different kinds of exercises were prototypically implemented in an e-book. Finally, a brief overview reflects the present state of the current e-book readers. A subsequent discussion illuminates the strengths and weaknesses of the format. In summary, it can be remarked that EPUB3 is suitable for a variety of different exercises and that it is able to serve as a basic format for forthcoming digital textbooks. Furthermore the openness of EPUB3 will assist Open Learning and Teaching in a meaningful way.Comment: Conference, 13 page

    To Heck With Ethics: Thinking About Public Issues With a Framework for CS Students

    Get PDF
    This paper proposes that the ethics class in the CS curriculum incorporate the Lawrence Lessig model of regulation as an analytical tool for social issues. Lessig’s use of the notion of architecture, the rules and boundaries of the sometimes artificial world within which social issues play out, is particularly resonant with computing professionals. The CS curriculum guidelines include only ethical frameworks as the tool for our students to engage with societal issues. The regulation framework shows how the market, law, social norms, and architecture can all be applied toward understanding social issues

    Developing Basic Writing Module: Paper Based and Android Based Operating System for Second Semester at University of Muhammadiyah Gresik

    Get PDF
    The objective of this study is to develop Basic Writing module, both paper based and digital form for second semester English Education Department student at University of Muhammadiyah Gresik. The principle of discovery learning is used as the design of module content based on SCL (Student Centred Learning) approach for realizing active learning environment. This research uses Research and Development (R & D) as the design. The development model is adapted based on Branch (2009) model. It covers five steps of ADDIE (Analyze, Design, Develop, Implement, and Evaluate). To collect the data, the researcher used some instruments, i.e. interview question list, need analysis questionnaire, experts judgment questionnaires, and student response questionnaire. The results of this study are: 1) The students use English in general context. In Basic Writing subject, they need minimum requirements in writing that cover spelling and diction to be conveyed in sentences or even paragraph. They are also expected to be able to write simple sentence to complex sentence and produce different genre of paragraph writing, i.e. exposition, narration, and description. 2) Generally, the students‟ lack in writing is generating supporting sentences to be developed in an academic paragraph. 3) The materials that have been developed are arranged in eight chapters that cover about simple sentence to complex sentence, topic sentence, controlling idea, and supporting sentences, concluding sentence and outline, developing simple academic paragraph, review and revise paragraph, descriptive paragraph, recount paragraph, and peer-editing. 4) The module is facilitated by Android application as the supplement. The eligibility level of the product from media expert is 80.95 that includes in Good category; meanwhile, the eligibility level of the product from material expert is 96.19 that includes in Very Good category. Data from students‟ response towards the product of this study is 85.40 that includes in Very Good category. &nbsp

    Proof of concept of a workflow methodology for the creation of basic canine head anatomy veterinary education tool using augmented reality

    Get PDF
    Neuroanatomy can be challenging to both teach and learn within the undergraduate veterinary medicine and surgery curriculum. Traditional techniques have been used for many years, but there has now been a progression to move towards alternative digital models and interactive 3D models to engage the learner. However, digital innovations in the curriculum have typically involved the medical curriculum rather than the veterinary curriculum. Therefore, we aimed to create a simple workflow methodology to highlight the simplicity there is in creating a mobile augmented reality application of basic canine head anatomy. Using canine CT and MRI scans and widely available software programs, we demonstrate how to create an interactive model of head anatomy. This was applied to augmented reality for a popular Android mobile device to demonstrate the user-friendly interface. Here we present the processes, challenges and resolutions for the creation of a highly accurate, data based anatomical model that could potentially be used in the veterinary curriculum. This proof of concept study provides an excellent framework for the creation of augmented reality training products for veterinary education. The lack of similar resources within this field provides the ideal platform to extend this into other areas of veterinary education and beyond

    To Heck With Ethics: Thinking About Public Issues With a Framework for CS Students

    Get PDF
    This paper proposes that the ethics class in the CS curriculum incorporate the Lawrence Lessig model of regulation as an analytical tool for social issues. Lessig’s use of the notion of architecture, the rules and boundaries of the sometimes artificial world within which social issues play out, is particularly resonant with computing professionals. The CS curriculum guidelines include only ethical frameworks as the tool for our students to engage with societal issues. The regulation framework shows how the market, law, social norms, and architecture can all be applied toward understanding social issues

    Empowering Educators with Google\u27s Android App Inventor: An Online Workshop in Mobile App Design

    Get PDF
    In this report, the authors describe an introductory-level mobile app design workshop developed and offered over six weeks in Summer 2011. We also discuss the challenges and instructional implications derived from our experiences with this workshop

    CampusBookShare

    Get PDF
    Every few months, students in the US and abroad face the expensive and time consuming task of buying textbooks for the classes they are enrolled in. Despite the advent of the internet and social networking websites the ability for peer to peer textbook exchange is still limited. There are few if any dedicated websites for general purpose peer to peer textbook transfer for every university and college. The project I have created for my Senior Project is a peer to peer solution for buying and selling textbooks on US college campuses. The underlying idea is to create an authentication system that allows users attending US based universities to create accounts with their user names being their assigned “.edu” email addresses. I have decided to name the website/mobile application I create “CampusBookShare”
    • …
    corecore