2,958 research outputs found

    Development and evaluation of a didactic tool with augmented reality for Quechua language learning in preschoolers

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    "It is important to preserve our cultural identity through the preservation of our mother tongue, contributing to its dissemination. Augmented reality (AR) is a great ally of education that provides efficiency, and productivity and increases the interest of students in their academic activities. An AR application was developed for learning Quechua in preschool children, thus improving their learning, satisfaction, and preference compared to traditional teaching. Previously, learning styles were identified for better coverage of the application; the design thinking methodology was applied for the development of the application, then the respective tests were conducted where it was obtained that the children's performance improved by 28.3% more compared to traditional teaching, with an average satisfaction of 89% of the classrooms, and 81% of students' preference. It was concluded that the proposed application considerably favors the written and audiovisual learning of the Quechua language in preschool students.

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Augmented Reality as a New and Innovative Learning Platform for the Medical Area

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    This research paper shows an Augmented Reality (AR) project applied to medicine. The project is crystallized through a system, based on this new technology that serves as an innovative and innovative learning platform, which, in turn, helps in both teaching and learning abstract concepts in medicine, which requires of visual and manipulable objects difficult to obtain, due to the large space they occupy in magnetic media or because of how difficult it is to get their models in physical form. The proposed system strengthens the anatomical identification process in the area of medicine, specifically in the physiological activity of the human heart. In addition, this system allows interaction with the students, through which certain body parts of the human heart are identified, and, consequently, facilitates their learning with an iterative operation. Finally, the system is focused, so that the student uses his/her sense of sight, hearing, and kinesthetic, which, together, will allow a better assimilation of knowledge

    Investigating the Use of Augmented Reality and Machine Learning in Electrical Engineering Courses

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    The use of augmented reality (AR) in education and training is growing increasingly. However, applications to integrate augmented reality learning content into training for basic electrical engineering courses are scarce. The individual learning objectives of trainees complicate the digitalization of learning content, particularly for the drawing of circuit diagrams. To increase trainees\u27 learning outcome while simultaneously relieving instructors of classroom supervision, we designed and developed an AR-based prototype, to enhance hand-drawn circuit diagrams in vocational training. The context sensitivity is achieved by combining AR with image recognition. In an experiment with twelve participants, a positive impact of the prototype on trainees’ learning outcomes was observed, in comparison to a control group that received instructions without the prototype

    Developing Teaching Materials Two-Dimensional Figure-Based on Palembang Local Cultural Context

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    Developing teaching materials is important to help students in learning mathematics especially for two-dimensional figure by using Palembang local cultural context. The purpose of the research was to develop whether the teaching materials two-dimensional figure-based on Palembang local cultural context are valid, practical, and have potential effect. The research method used research and development (R&D). The research consists of two stages, namely the preliminary stage and the formative evaluation stage. In one-to-one evaluation involved three students. Then, small group evaluation involved 9 (nine) students in the research. Meanwhile, in field test stage involved 29 students. Data collection techniques employed interviews, tests and documentation. The research was conducted in seventh graders at one of junior high school in Indonesia. The results of this study were the developed teaching materials were categorized as valid, practical and have potential effect. The average score of validity content, construct and product design were 3.65 which was very highly valid level. The practicality of one-to-one was 3.47 and small group evaluation was 3.61 which was at very highly practical level. The teaching materials were categorized as effective. It showed that there were 24 students (82.75%) out of 29 students (17.24%)

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    Design and validation of an augmented book for spatial abilities development in engineering students

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    [EN] This paper presents an application of augmented reality for improving spatial abilities of engineering students. An augmented book called AR-Dehaes has been designed to provide 3D virtual models that help students to perform visualization tasks to promote the development of their spatial ability during a short remedial course. A validation study with 24 Mechanical Engineering freshmen at La Laguna University (Spain) has concluded that the training had a measurable and positive impact on students' spatial ability. On the other hand, results obtained using a satisfaction questionnaire illustrate that AR-Dehaes is considered an easy to use, attractive, and very useful technique for students. AR-Dehaes has proved to be a very cost-effective tool insofar as it only required an ordinary PC with a webcam to be used.Martín-Gutiérrez, J.; Saorín, J.; Contero, M.; Alcañiz Raya, ML.; Pérez Lopez, DC.; Ortega Pérez, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics. 34(1):77-91. doi:10.1016/j.cag.2009.11.003S779134

    Sistema de información móvil de realidad aumentada para el obtención de información detallada y no intrusiva en grandes entornos

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    Introduction: This article is the result of the augmented reality project "AR position U" for the effective visualization of information of interest dynamically through augmented reality, carried out in the year 2022 in the city of  Popayan, capital of the department of Cauca. Problem: Problems have been identified regarding the location of spaces in very large places by people who have no knowledge of the site you need to locate causing loss of time, frustration to the point of being late to the desired location. This leads to the following problem question: What would be the impact of the implementation of an augmented reality application, whose purpose is to provide detailed information to people in a non-intrusive way in large environments? Objective: To propose a mobile information system that allows users to orient themselves and obtain detailed information in a dynamic and non-intrusive way in large environments through augmented reality. Methodology: The experimental methodology is used, since a series of tests were determined to reach the validation of the information system in order to have a product that was articulated with the guide of good practices of project management and meet the needs of the population to which it could be directed. Results: As a result, the information system based on augmented reality was obtained, allowing the easy location of spaces due to the usability of the product. Conclusion: Based on the experimental methodology it is determined that, although augmented reality improves the detailed descriptions of large environments, it is very limited to the external conditions, however, the tool meets the proposed objectives. Originality: Augmented reality information system for orientation in large places and obtaining information in a non-intrusive way, under the PMBOK and XP methodology. Limitations: Due to complexity and time constraints, it is not possible to cover all faculties. On the other hand, 3D interface is only generated by QR tags. On the other hand, the correct functioning of the system can be affected by lighting factors, the distance of the user from the tag, the hardware and software capacity of the smartphone and the internet connection.Introducción: Este artículo es resultado del proyecto de realidad aumentada “AR position U” para la visualización efectiva de información de interés de forma dinámica mediante realidad aumentada, llevado a cabo en el año 2022 en la ciudad de Popayán, capital del departamento del cauca. Problema: Se ha identificado problemas en cuanto a la localización de espacios en lugares muy grandes por parte de personas que no tienen conocimiento del sitio que necesita ubicar ocasionando pérdida de tiempo, frustración hasta el punto de llegar tarde a la ubicación deseada. Lo anterior, desencadenando la siguiente pregunta problema: ¿Cuál sería el impacto que tendría la implementación de un aplicativo de realidad aumentada, cuyo fin es brindar información detallada a las personas de manera no intrusiva en ambientes grandes? Objetivo: Proponer un sistema de información móvil que permita a los usuarios orientarse y obtener información detallada, de forma dinámica y no intrusiva en ambientes grandes mediante la realidad aumentada. Metodología: Se emplea la metodología experimental, dado que se determinaron una serie de pruebas para llegar a la validación del sistema de información con el fin de tener un producto que estuviese articulado con la guía de buenas prácticas de gestión de proyectos y satisfacer las necesidades de la población a la cual podría estar dirigida. Resultados: Como resultados se obtuvo el sistema de información basado en realidad aumentada permitiendo la fácil ubicación de espacios debido a la usabilidad del producto. Conclusión: Con base en la metodología experimental se determina que, si bien la realidad aumentada mejora las descripciones detalladas de los ambientes grandes es muy limitado a las condiciones externas; no obstante, la herramienta cumple con los objetivos propuestos. Originalidad: Sistema informativo de realidad aumentada para la orientación en lugares grandes y obtención de información de forma no intrusiva, bajo la metodología del PMBOK y XP. Limitaciones: Debido a la complejidad y limitantes de tiempo, no es posible abarcar todas las facultades. Por otro lado, interfaz 3D solamente se genera mediante etiquetas QR. Por otro lado, el correcto funcionamiento del sistema se puede ver afectado por factores lumínicos, la distancia del usuario respecto a la etiqueta, la capacidad tanto de hardware como software del smartphone y la conexión a internet

    RA-based Didactic Games for Biology Teaching

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