4,138 research outputs found

    Primary School Interactive Learning Tool Based On Video Capture Virtual Reality

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    In this study, an implementation of an education programme was designed by using Virtual Reality technology. This education system includes primary school course contents and uses Video Capture Virtual Reality technique. This technique used in many areas enables the creation of low-cost virtual environments. By preferring the low cost system, it was intended that virtual environment would pave the way for all primary schools to achieve the ability of use. Virtual system basically includes course menus in which three-dimensional objects and animations exist. Also, virtual system both increases three-dimensional perception of primary school students and eliminates the need for additional materials

    Libr-AR-y Tours: Increasing Engagement and Scalability of Library Tours Using Augmented Reality

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    The Version of Record of this manuscript has been published and is available in College & Undergraduate Libraries, August 2018, https://doi.org/10.1080/10691316.2018.1480445Orienting patrons to library spaces, collections, and services is an important, but time-intensive, challenge for many librarians. Library tours are one strategy commonly employed to familiarize patrons with library spaces and services. Augmented reality provides a new opportunity for librarians to develop engaging and interactive unmediated tours. Augmented reality tours provide participants with an opportunity to explore library spaces and service points while affording librarians the chance to share valuable information about those spaces and services. This article details how one library constructed an augmented reality tour and shares assessment-based insights into participant responses to the augmented reality format

    A Systematic Review of Augmented Reality Game-Based Applications in Primary Education

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    Augmented Reality game-based learning (ARGBL) is quickly gaining momentum in the education sector worldwide as it has the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how ARGBL applications can impact students’ motivation and performance in primary education. This study addresses that topic by providing a systematic review, which analyses and critically appraises the current state of knowledge and practice in the use of ARGBL applications in primary education. In total, seventeen (17) studies that used either qualitative, quantitative, or mixed-methods to collect their data were analysed and were published between 2012 and 2017. The study results indicated that ARGBL applications are mainly used to document the design and development process, as well as to share preliminary findings and student feedback. Based on a comprehensive taxonomy of application areas for AR in primary education, ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitudes in laboratory experimental exercises for different courses. This review aims to offer new insights to researchers and provide educators with effective advice and suggestions on how to improve learning outcomes, as well as increase students’ motivation and learning performance by incorporating this instructional model into their teaching
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