This document discusses using mobile augmented reality (MAR) to boost physics education. It defines MAR and outlines several MAR apps that can be used to teach science concepts, such as Wikitude for location-based information and Aurasma for overlaying digital content on images. Examples are given of how Aurasma can be used to teach electromagnetic induction and density measurement. Pre-service teachers participated in MAR activities and had positive attitudes towards integrating such technologies. Challenges include technical issues and limited research, but opportunities exist to increase student motivation and accessibility through MAR.
- The document discusses a project between Kingston University and De Montfort University to develop mobile and personal technologies to support student learning during field trips and work placements.
- Pilot activities involved students using GPS units, cameras, and social media tools like blogs and Twitter to document their experiences and enhance collaboration.
- Evaluations found that over 75% of students felt the technologies made fieldtrips more enjoyable and positively impacted their motivation and understanding. However, staff adoption of these technologies in their teaching was more limited.
- Developments in 2011 included updated student guides, appointing a student mentor, and creating new video guides for staff on integrating technologies.
Demetrios G Sampson - 3D Virtual Worlds in Education and Training - The IEEE International conference on Technology for Education (T4E 2011), Chennai, India, 14-16 July 2011 [Invited Speech]
Mse ho ds_ workshop_latest_jan2012_lusakaGodfrey Mwewa
This document summarizes a presentation by Godfrey Mwewa on integrating ICT into teaching mathematics and science in Zambian high schools. It defines ICT and discusses its importance in education and national development. It outlines objectives to define ubiquitous technology, identify classroom ICT platforms, analyze ICT's importance in lessons and CPD, and propose solutions to access and provision challenges. Examples of online resources, simulations, and strategies for infrastructure development, teacher training, and implications for the market are provided.
This document summarizes Maximilian Müller's research focusing on engaging user scenarios around interactive public displays. It discusses deploying displays in school settings to showcase educational video content from the JuxtaLearn project. Observations found students engaged more with dynamic and interactive content. Introducing awareness of peer interactions, like through notifications of others' actions, positively increased engagement both with the displays and socially. Future work aims to better understand factors motivating interaction and bridging awareness to actual participation. The document also outlines exploring situated shared music experiences using public displays.
Questinsitu - Signal Orchestration System React-conference-2012davinia.hl
ICT-based orchestration of structured learning activity flows as a way to foster students' autonomy: a contradiction?
In this talk, I will discussed two technologies developed as part of the Learn3/EEE Spanish projects: QuesTInSitu and The Signal Orchestration System. Both technologies orchestrate students' actions along a set of learning activities. The activities are structured according to a design previously defined by the teacher, however the experimental results show that teachers' and students' perception when conducting the activities is of increased autonomous behaviour.
Proyecto EEE (TIN2011-28308-C03-03)
http://es.reactproject.eu/conference_es/conferencias-y-presentaciones/
---
Synopsis: La orquestación mediada por tecnología de flujos de aprendizaje estructurados puede fomentar la autonomía de los estudiantes: una contradicción?
En esta presentación, discutiré dos tecnologías desarrolladas como parte de los proyectos españoles Learn3 y EEE: QuesTInSitu y el Sistema para la Orquestación mediante Señales (SOS, SignalOrchestration System). Ambas tecnologías permiten orquestar acciones de estudiantes en un conjunto de actividades de aprendizaje.
Augmented reality (AR) and other information and communication technologies (ICT) have the potential to enhance history education. AR combines the real world with virtual elements to bring history to life. Teachers can create AR books, activities, and tours using tools like ZooBurst, Aurasma, and Wikitude. These technologies make learning more interactive, adaptive to different learning styles, and engaging for students. They allow students to take a more active role in historical inquiry compared to traditional lecture-based methods. When integrated effectively into blended learning models, ICT resources and AR can improve the quality of teaching and support different approaches to learning history.
The document summarizes a project using augmented reality (AR) to provide additional educational resources and context for special collections materials at a university library. The project aims to make fragile historical materials more accessible while enhancing the learning experience. An initial implementation used AR on mobile devices to overlay information about a historical text when pointed at a visual trigger. Student feedback was mixed, finding the technology novel but wanting more engagement with physical objects. Next steps include refining the interface and evaluating the approach in other academic disciplines.
Different types of Augumented reality applicaitonsBhaskar Reddy
The integration of digital information with the user’s environment in real time.
The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects.
Morton Heilig in the year 1957 developed the first augmented reality
Development of AR began in 1968, when the first head-mounted display system was founded by Ivan Sutherland.
The term was coined in 1990 by scientist and researcher Thomas P. Caudell during the development of one of the most famous aircraft in the world: the Boeing 747
DIFFERENCE BETWEEN ar & VR
Marker-based AR
works by scanning a marker which triggers an augmented experience (whether an object, text, video or animation) to appear on the device.
The most common markers used are two-dimensional QR codes.
Short for quick response
device's camera recognizes the machine-readable barcode and responds by producing visual effects
can be used with mobile devices, such as a smartphone or tablet
Markerless AR
uses a device's camera, location software, and accelerometer to detect positional information, including the orientation of different objects and the space between them.
doesn't require image recognition to produce visual effects.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
ADVANTAGES
It helps with the learning process
Creates unique customer experiences
Removes cognitive overload
Creates user engagement
DISADVANTAGES
Expensive to develop the AR technology based projects and to maintain it. Moreover production of AR based devices is costly.
Lack of privacy is a concern in AR based applications.
In AR, people are missing out on important moments.
Low performance level is a concern which needs to be addressed during testing process.
It requires basic learning to effectively use AR compliant devices.
- The document discusses a project between Kingston University and De Montfort University to develop mobile and personal technologies to support student learning during field trips and work placements.
- Pilot activities involved students using GPS units, cameras, and social media tools like blogs and Twitter to document their experiences and enhance collaboration.
- Evaluations found that over 75% of students felt the technologies made fieldtrips more enjoyable and positively impacted their motivation and understanding. However, staff adoption of these technologies in their teaching was more limited.
- Developments in 2011 included updated student guides, appointing a student mentor, and creating new video guides for staff on integrating technologies.
Demetrios G Sampson - 3D Virtual Worlds in Education and Training - The IEEE International conference on Technology for Education (T4E 2011), Chennai, India, 14-16 July 2011 [Invited Speech]
Mse ho ds_ workshop_latest_jan2012_lusakaGodfrey Mwewa
This document summarizes a presentation by Godfrey Mwewa on integrating ICT into teaching mathematics and science in Zambian high schools. It defines ICT and discusses its importance in education and national development. It outlines objectives to define ubiquitous technology, identify classroom ICT platforms, analyze ICT's importance in lessons and CPD, and propose solutions to access and provision challenges. Examples of online resources, simulations, and strategies for infrastructure development, teacher training, and implications for the market are provided.
This document summarizes Maximilian Müller's research focusing on engaging user scenarios around interactive public displays. It discusses deploying displays in school settings to showcase educational video content from the JuxtaLearn project. Observations found students engaged more with dynamic and interactive content. Introducing awareness of peer interactions, like through notifications of others' actions, positively increased engagement both with the displays and socially. Future work aims to better understand factors motivating interaction and bridging awareness to actual participation. The document also outlines exploring situated shared music experiences using public displays.
Questinsitu - Signal Orchestration System React-conference-2012davinia.hl
ICT-based orchestration of structured learning activity flows as a way to foster students' autonomy: a contradiction?
In this talk, I will discussed two technologies developed as part of the Learn3/EEE Spanish projects: QuesTInSitu and The Signal Orchestration System. Both technologies orchestrate students' actions along a set of learning activities. The activities are structured according to a design previously defined by the teacher, however the experimental results show that teachers' and students' perception when conducting the activities is of increased autonomous behaviour.
Proyecto EEE (TIN2011-28308-C03-03)
http://es.reactproject.eu/conference_es/conferencias-y-presentaciones/
---
Synopsis: La orquestación mediada por tecnología de flujos de aprendizaje estructurados puede fomentar la autonomía de los estudiantes: una contradicción?
En esta presentación, discutiré dos tecnologías desarrolladas como parte de los proyectos españoles Learn3 y EEE: QuesTInSitu y el Sistema para la Orquestación mediante Señales (SOS, SignalOrchestration System). Ambas tecnologías permiten orquestar acciones de estudiantes en un conjunto de actividades de aprendizaje.
Augmented reality (AR) and other information and communication technologies (ICT) have the potential to enhance history education. AR combines the real world with virtual elements to bring history to life. Teachers can create AR books, activities, and tours using tools like ZooBurst, Aurasma, and Wikitude. These technologies make learning more interactive, adaptive to different learning styles, and engaging for students. They allow students to take a more active role in historical inquiry compared to traditional lecture-based methods. When integrated effectively into blended learning models, ICT resources and AR can improve the quality of teaching and support different approaches to learning history.
The document summarizes a project using augmented reality (AR) to provide additional educational resources and context for special collections materials at a university library. The project aims to make fragile historical materials more accessible while enhancing the learning experience. An initial implementation used AR on mobile devices to overlay information about a historical text when pointed at a visual trigger. Student feedback was mixed, finding the technology novel but wanting more engagement with physical objects. Next steps include refining the interface and evaluating the approach in other academic disciplines.
Different types of Augumented reality applicaitonsBhaskar Reddy
The integration of digital information with the user’s environment in real time.
The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects.
Morton Heilig in the year 1957 developed the first augmented reality
Development of AR began in 1968, when the first head-mounted display system was founded by Ivan Sutherland.
The term was coined in 1990 by scientist and researcher Thomas P. Caudell during the development of one of the most famous aircraft in the world: the Boeing 747
DIFFERENCE BETWEEN ar & VR
Marker-based AR
works by scanning a marker which triggers an augmented experience (whether an object, text, video or animation) to appear on the device.
The most common markers used are two-dimensional QR codes.
Short for quick response
device's camera recognizes the machine-readable barcode and responds by producing visual effects
can be used with mobile devices, such as a smartphone or tablet
Markerless AR
uses a device's camera, location software, and accelerometer to detect positional information, including the orientation of different objects and the space between them.
doesn't require image recognition to produce visual effects.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
ADVANTAGES
It helps with the learning process
Creates unique customer experiences
Removes cognitive overload
Creates user engagement
DISADVANTAGES
Expensive to develop the AR technology based projects and to maintain it. Moreover production of AR based devices is costly.
Lack of privacy is a concern in AR based applications.
In AR, people are missing out on important moments.
Low performance level is a concern which needs to be addressed during testing process.
It requires basic learning to effectively use AR compliant devices.
The document discusses the SCARLET project, which uses augmented reality (AR) to enhance learning experiences with special collections at the University of Manchester's John Rylands Library. The project aims to add contextual information and supporting materials to rare books and manuscripts through AR applications on mobile devices. An evaluation found that AR engaged students and brought learning to life, though it also distracted some from physical objects. The project seeks to apply the SCARLET methodology to additional collections and subjects to further integrate AR into education.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jorge Joo, José Rafael García-Bermejo and Fernando Martínez-Abad
https://youtu.be/uZdyJaVpM48
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
The document discusses the role of augmented reality (AR) in education. It begins by introducing AR and its potential to enhance learning experiences and transform teaching approaches. It then discusses how AR aligns with constructivist learning theory by allowing interactive, immersive experiences. AR also supports experiential learning through hands-on virtual experiences and inquiry-based learning by enabling exploration. The document provides a brief history of AR technology and outlines examples of AR applications in classrooms, laboratories, and field trips to visualize concepts and foster collaboration.
University of Hull Federation of colleges presentation 2014Kevin Burden
Dr. Kevin Burden fromt he University of Hull presents at the launch of the Digital and Mobile Learning Network, established to support lecturers and learners maximise the use of mobile technologies in learning
This document summarizes a study on using tablet-cloud systems to support inquiry-based learning in elementary science education. It discusses combining teacher-led and student-led learning initiatives using open-ended apps to enhance creativity and collaboration. The tablet-cloud system was found to stimulate student engagement and self-expression. Insights were gained from creating, implementing, and sustaining the tablet-cloud system in classrooms. The experiences concluded that open-ended apps and a combination of teacher and student-led learning are effective approaches for introducing new technologies into the classroom.
The SCARLET project aims to use augmented reality (AR) to enhance student learning experiences with special collections. AR overlays digital information on real world objects viewed through mobile devices. The project team includes librarians, technologists, and academics. An initial evaluation found students found the technology easy to use but it did not fully replace examining physical materials. Feedback will inform developing AR content for other collections and courses. Next steps include expanding to other subjects and disseminating lessons learned.
The document presents a systematic literature review of the use of virtual reality (VR) technologies in computer science education. It identifies factors such as learning objectives, technologies used, interaction characteristics, advantages and challenges of using VR. The review found that VR can enhance spatial knowledge, support experiential learning, and increase motivation. However, challenges remain around usability, costs and ensuring learning benefits are research-backed rather than based on intuition.
Augmented reality (AR) can take any situation, location, environment, or experience to a whole new level of meaning and understanding. Mobile AR technologies provide an innovative tool for contextual learning, but mobile learning designers and developers are unaware of where to look for examples or development options.
Augmented reality: The next frontier for learningTryggvi Thayer
Augmented reality (AR) supplements the real world with virtual objects that appear to coexist in the same space. As AR and other technologies further blend the real and digital worlds, educators must prepare students for a more complex multidimensional reality. Functional reality describes an individual's usable relationship with their environment, and educators should help expand learners' functional realities. Learning as "realization" involves understanding one's environment, creative construction of new understandings, and sharing knowledge with others using available tools. AR and other technologies will dramatically impact society and require rethinking education to focus on realization through hands-on experiences that illuminate contexts.
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
Virtual and Augmented Reality at School. Disruptive Innovation in Education.Carlos J. Ochoa Fernández
Virtual and Augmented Reality presentation at ICERI 2016 (International Congress of Education Research and Innovation). A profund analisys about the VR&AR technologies and their impact in Education Sector.
Augmented reality: effect on conceptual change of scientificjournalBEEI
In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change.
HICSS ATLT: Advances in Teaching and Learning TechnologiesOlga Scrivner
The document summarizes recent research presented at the Hawaii International Conference on System Sciences related to using virtual and augmented reality technologies in education. Key points discussed include the potential of these technologies to enhance learning through immersive experiences, interaction, and customized instruction. Several studies examined how virtual reality can support different levels of learning and topics. Design principles for virtual reality learning emphasized aligning the technology with learning objectives and incorporating interactivity, motivation, and multi-sensory experiences.
Augmented reality vs Virtual reality.pptxAREEJ ALDAEJ
This document provides an overview of augmented reality (AR) and virtual reality (VR), including definitions, types of VR, how the technologies work, examples of applications, and their use in language learning. AR aims to overlay digital information directly onto the real world, while VR immerses users in simulated, computer-generated environments. The document then discusses two studies that explored using AR and VR tools for learning Chinese and writing English compositions, finding they provided context and assisted the learning process. Key differences are that AR is considered closer to reality by extending real objects, while VR can fully immerse users in virtual worlds.
The document provides an overview of the SCARLET project which aims to use augmented reality (AR) to enhance student learning experiences with special collections. It discusses implementing AR to overlay digitized content and contextual information onto physical objects. An evaluation found students found it engaging but wanted more direct links to objects. Lessons included using AR in shorter chunks and ensuring unique learning value. Next steps include developing materials for other subjects and disseminating the toolkit.
Invited talk at a workshop for 'Scotland's National Collections and the Digital Humanities,' a knowledge-exchange project hosted at the University of Edinburgh. 14 Feb. 2014. http://www.blogs.hss.ed.ac.uk/archives-now/
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
The document discusses the SCARLET project, which uses augmented reality (AR) to enhance learning experiences with special collections at the University of Manchester's John Rylands Library. The project aims to add contextual information and supporting materials to rare books and manuscripts through AR applications on mobile devices. An evaluation found that AR engaged students and brought learning to life, though it also distracted some from physical objects. The project seeks to apply the SCARLET methodology to additional collections and subjects to further integrate AR into education.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jorge Joo, José Rafael García-Bermejo and Fernando Martínez-Abad
https://youtu.be/uZdyJaVpM48
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
The document discusses the role of augmented reality (AR) in education. It begins by introducing AR and its potential to enhance learning experiences and transform teaching approaches. It then discusses how AR aligns with constructivist learning theory by allowing interactive, immersive experiences. AR also supports experiential learning through hands-on virtual experiences and inquiry-based learning by enabling exploration. The document provides a brief history of AR technology and outlines examples of AR applications in classrooms, laboratories, and field trips to visualize concepts and foster collaboration.
University of Hull Federation of colleges presentation 2014Kevin Burden
Dr. Kevin Burden fromt he University of Hull presents at the launch of the Digital and Mobile Learning Network, established to support lecturers and learners maximise the use of mobile technologies in learning
This document summarizes a study on using tablet-cloud systems to support inquiry-based learning in elementary science education. It discusses combining teacher-led and student-led learning initiatives using open-ended apps to enhance creativity and collaboration. The tablet-cloud system was found to stimulate student engagement and self-expression. Insights were gained from creating, implementing, and sustaining the tablet-cloud system in classrooms. The experiences concluded that open-ended apps and a combination of teacher and student-led learning are effective approaches for introducing new technologies into the classroom.
The SCARLET project aims to use augmented reality (AR) to enhance student learning experiences with special collections. AR overlays digital information on real world objects viewed through mobile devices. The project team includes librarians, technologists, and academics. An initial evaluation found students found the technology easy to use but it did not fully replace examining physical materials. Feedback will inform developing AR content for other collections and courses. Next steps include expanding to other subjects and disseminating lessons learned.
The document presents a systematic literature review of the use of virtual reality (VR) technologies in computer science education. It identifies factors such as learning objectives, technologies used, interaction characteristics, advantages and challenges of using VR. The review found that VR can enhance spatial knowledge, support experiential learning, and increase motivation. However, challenges remain around usability, costs and ensuring learning benefits are research-backed rather than based on intuition.
Augmented reality (AR) can take any situation, location, environment, or experience to a whole new level of meaning and understanding. Mobile AR technologies provide an innovative tool for contextual learning, but mobile learning designers and developers are unaware of where to look for examples or development options.
Augmented reality: The next frontier for learningTryggvi Thayer
Augmented reality (AR) supplements the real world with virtual objects that appear to coexist in the same space. As AR and other technologies further blend the real and digital worlds, educators must prepare students for a more complex multidimensional reality. Functional reality describes an individual's usable relationship with their environment, and educators should help expand learners' functional realities. Learning as "realization" involves understanding one's environment, creative construction of new understandings, and sharing knowledge with others using available tools. AR and other technologies will dramatically impact society and require rethinking education to focus on realization through hands-on experiences that illuminate contexts.
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
Virtual and Augmented Reality at School. Disruptive Innovation in Education.Carlos J. Ochoa Fernández
Virtual and Augmented Reality presentation at ICERI 2016 (International Congress of Education Research and Innovation). A profund analisys about the VR&AR technologies and their impact in Education Sector.
Augmented reality: effect on conceptual change of scientificjournalBEEI
In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change.
HICSS ATLT: Advances in Teaching and Learning TechnologiesOlga Scrivner
The document summarizes recent research presented at the Hawaii International Conference on System Sciences related to using virtual and augmented reality technologies in education. Key points discussed include the potential of these technologies to enhance learning through immersive experiences, interaction, and customized instruction. Several studies examined how virtual reality can support different levels of learning and topics. Design principles for virtual reality learning emphasized aligning the technology with learning objectives and incorporating interactivity, motivation, and multi-sensory experiences.
Augmented reality vs Virtual reality.pptxAREEJ ALDAEJ
This document provides an overview of augmented reality (AR) and virtual reality (VR), including definitions, types of VR, how the technologies work, examples of applications, and their use in language learning. AR aims to overlay digital information directly onto the real world, while VR immerses users in simulated, computer-generated environments. The document then discusses two studies that explored using AR and VR tools for learning Chinese and writing English compositions, finding they provided context and assisted the learning process. Key differences are that AR is considered closer to reality by extending real objects, while VR can fully immerse users in virtual worlds.
The document provides an overview of the SCARLET project which aims to use augmented reality (AR) to enhance student learning experiences with special collections. It discusses implementing AR to overlay digitized content and contextual information onto physical objects. An evaluation found students found it engaging but wanted more direct links to objects. Lessons included using AR in shorter chunks and ensuring unique learning value. Next steps include developing materials for other subjects and disseminating the toolkit.
Invited talk at a workshop for 'Scotland's National Collections and the Digital Humanities,' a knowledge-exchange project hosted at the University of Edinburgh. 14 Feb. 2014. http://www.blogs.hss.ed.ac.uk/archives-now/
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
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1. BOOSTING PHYSICS
EDUCATION THROUGH MOBILE
AUGMENTED REALITY
Dana Crăciun
Teacher Training Department, West University of Timișoara
Mădălin Bunoiu
Faculty of Physics, West University of Timișoara
The 16th International Constanța, Romania
1
2. Traditional vs. Modern technology-
based science class
Traditional Modern technology-based
3. Outline
1. Introduction
2. Real-virtual continuum. Padlet app
3. Augmented reality (AR) and Mobile AR.
Definitions and related terminology.
4. MAR apps to teach science
5. Applying MAR in Romanian physics education.
Examples
6. Pre-service teachers’ attitude towards ICT and
MAR integration in class
7. Conclusions
4. 1.Introduction
1. Science education in general
targets the development of skills needed for any graduate
student in the 21st century (a scientific and technological
literacy)
2.Important Developments; Key Trends; Challenges
in Educational Technology for Education
• Augmented and Virtual Reality (Horizon Reports ,
2016 HE); Blended Learning Designs; Mobile
Learning (Horizon Reports , 2017 HE)
• Authentic Learning Experiences; Students as creators
(Horizon Reports , 2016 School-Ed)
5. Introduction
3. Rethinking the Roles of Teachers (solvable challenge);
Redesigning Learning Spaces (long term trend)
“new kinds of learning require different approaches to classroom
design”; “ more flexible learning environments”; “ enabling
learning anywhere”; “ mobile technologies ”; “ designing photo
books or creating other artifacts to demonstrate their learning”.
(Horizon Reports , 2016 School-Ed)
Fact
The pre-service teacher training program does NOT
prepare future educators well in technology and
life skills
6. 2.Real- Virtual continuum
Distinguishing Virtual from Real:
Reality
Fiction
something that actually
exists or happens: a real
event, occurrence,
situation, etc.
something that is not
true/ is not real
?
7. Technology
Recent advances in technology
have made this dream
a reality.
Virtual Reality (VR)
environment/ virtual world is
one in which the
participant/observer is totally
immersed in, and able to
interact with, a completely
synthetic world.
Augmented reality (AR) joins together physical and
virtual spaces by creating the illusion that computer-
generated objects are actually real objects in a user’s
environment.
11. Some suggestions to use Padlet in class:
• Use it as a backchannel tool where students can post comments and
feedback on what they are learning
• Use is as a brainstorming tool.
• Students can use it as portfolio where they display their best work.
• You can use the classroom Padlet wall to post assignments and homework
reminders.
• Engage parents in the learning that is taking place in class by inviting them
to visit the classroom Padlet wall
• Post on the classroom wall links and other multimedia resources relevant for
students learning
• Use it as a book review page where students post reviews of the books they
read
• Create walls for major cultural events and invite students to search for
information relevant to each of these events and share them with the class.
12. Some suggestions to use Padlet in class:
• Classroom Padlet wall can be used as an open space where students
engage in group discussions and interactive exchange of ideas.
• Students can use Padlet for sharing their reflections on what they have
learned and what they need help with.
13. 3. Augmented reality (AR) and Mobile
AR. Definitions and related terminology.
AR defining characteristics (Azuma, 1997).
• combines real and virtual images (both can be seen at
the same time)
• interactive in real-time (we can interact with the virtual
content)
• registered in 3D (virtual objects appear fixed in time)
14. Technological speaking
• Augmented reality (AR) is a cutting-edge
visualization technology that allows the users of smart
devices to obtain a
digitally enhanced view of the real world.
Adds layers of digital information like
images, sounds, videos or 3D content
over real objects and locations
15. MAR (mobile AR):
• extend AR with: run and/or display on a
mobile device (Huang, 2013)
Factors for MAR adoption:
• Mobile devices are omnipresent;
• Users want experiences that add value;
• A boom in location-based services;
• Consolidation of Apps Stores.
16. A typical MAR system:
• Mobile computational platforms
• Software (Sofware Development Kit’s: ARToolKit,
Wikitude, Layar, Augment).
• detection and tracking support
• wireless communication
• Display (Optical See-through, Surface
or Video Projection Display)
• data management.
17. Detection and tracking
1. Sensor-based Tracking based on various sensors
like optical, acoustic, magnetic, mechanical or inertial.
locations in the real world are augmented with GPS
location-based narration and/or relevant scientific
information
18. Detection and tracking
2. Vision-Based Tracking Techniques:
Marker based
Marker Less
based on recognition of real environment,
in real time, on any type of support
Barcode QR code
Image marker
19. Detection and tracking
3. Hybrid Tracking techniques (combines different
methods together).
Categories:
• Geo-based applications inquiry based scientific
activities
• Computer vision based applications the
development of the students' spatial ability, practical
skills and conceptual understanding (Cuendet,2013)
20. 3. MAR apps to teach science
In science education MAR can demonstrate:
Spatial concepts (solar system)
Temporal concepts (the stages of a phenomenon,
eclipse)
Contextual relationships between both real and
virtual objects (Chiang, 2014)
21. MAR apps to teach science
• Wikitude
(wikitude.com):
AR app that provides
information based on
location (virtual tours)
• Elements 4D
(elements4d.daqri.com):
chemistry app about chemical
elements and the interaction
between them
22. MAR apps to teach science
• QuiverVision
(http://quivervision.com):
App in which students can
draw and interact with their
pictures in AR
• Star WalK: ARR
application for astronomy
(viewing celestial objects)
23. MAR apps to teach science
• Augment
(http://www.augment.com )
allows you to visualize 3D
models in the real environment
online and offline.
•Layar
(http://www.layar.com)
Images, URLs, buttons,
social networking, ads for
Layar
24. MAR apps to teach science
ZooBurst-3D pop-up books
(www.zooburst.com)
Google Translate
(Android, iOS) (Free)
25. MAR apps to teach science
Aurasma (https://www.aurasma.com/)
Aurasma App
• advanced image recognition techniques
• to augment the real-world with interactive
digital content
Aurasma Studio
(https://studio.aurasma.com/login)
• an online platform
• lets teachers create and publish their own
augmented reality information
Programming knowledge is not required
27. Steps
1. Create an Aurasma account
2. Log in to your account
3. Start creating Auras in studio
4. Deliver your Auras to users
5. Download the Aurasma app from the
App Store or Google Play to see the AR
you created! It is free!
The Aurasma studio is an online drag-and-drop web studio
for creating and managing Augmented Reality (AR)
experiences, which we call ‘Auras’.
28. 4. Applying MAR in Romanian physics
education. Examples with Aurasma app.
• Creating learning activities
to teach science
• Creating an experimental
activity sheet
• Creating How-To videos for
experimental devices
• Creating formative
evaluation activities
• Developing an
interdisciplinary project
29. Creating learning activities using
Aurasma app to teach science
Electromagnetic induction law in Aurasma app. (Learning Unit: Electric current;
Curriculum Physics, 8th grade). Overlays and triggers
31. Elaboration of an experimental
activity sheet
Measuring the bodies density in Aurasma app. MAR activity sheet
(Learning Unit: Density of the bodies; Curriculum Physics, 6th grade).
35. Developing an interdisciplinary project
Pre-service Teacher Training Program
“Physics through comics”
Extracurricular project using
Aurasma app. (bridging the
virtual with the real world)
36. Using Aurasma in the Science Class
• Interactive Walls
• Labeling of Diagrams
• How-To videos
• Tutorials
• Create Immersive Worksheets
• Homework
• Lab Safety
• Mini-Lessons
(Cuendet, 2013)
37. 4. Pre-service teacher attitude
towards ICT and AR integration in class
• 14 (3rd year) students practical activities
• targeting the way AR can be integrated into the
Romanian science education
Consider
• Web 2.0 app, mobile technology and AR can lead to a
better understanding of studied concepts, phenomena
and laws
• supporting collaboration
• developing creativity and imagination, but also science
specific skills.
39. Challenges
• Technical
• lack of facilities, materials
and specific software
• handheld mobile tools
accessible to education can
only measure to several
meters accuracy (geo-based
AR actions);
• AR typically requires some
form of internet access;
• Pedagogical
• learning may not be driven by
the pedagogy but more by the
AR tools' strengths and
weaknesses.
• limited research about AR
impact on learning
Opportunities
• increases students motivation
• increased accessibility to
educational content
• allows opportunities for
collaboration
• stimulate students in learning
abstract concepts based on
the real world
• appeals to constructivist
notions in education
(students take control of their
own learning)
• engage the learner in ways
that have never been possible
• can provide each student with
his/her own discovery path
40. 5. Conclusions
• Romanian science educators should aim to adopt new
technologies into their classroom to enhance student
learning experiences
• AR has the capacity to merge real and virtual worlds
together to improve the quality of teaching and
learning activities
• Mobile AR is a technology that have a great pedagogical
potential in Romanian science education (future studies
are needed)
41. Conclusions
• Pre-service science teachers are confident that MAR
is a technology that can benefit Romanian science
education by:
▫ developing specific/professional and life skills
▫ facilitating new learning experiences in a
collaborative-participative framework.