Augmented Reality in Education, AR Globe Project Assessment in Actual Teaching-Learning Environment
Abstract
Over the years, technology has revolutionized our world and the utilization of advanced technologies in any industry has recorded better results. The usability of cutting-edge technologies in the teaching-learning process is redefining the role of educators and reshaping learning experiences. Augmented Reality (AR), a technology that augments the real world with realistic virtual information, in various form of multimedia content, provides new possibilities for the educational domain. The information delivery with Augmented Reality (AR) engages most of the sensory channels that intensifies the effectiveness of teaching-learning process and creates a more appealing learning environment. This paper, with the discussion of the AR Globe project, aims to provide an introduction to the Augmented Reality (AR) technology’s implementation into real-life environment, to assess the potential of the technology in educational settings by outlining the attitude of learners towards the use of immersive multimedia content in their learning mediums.
https://doi.org/10.26803/ijlter.18.3.1
Keywords
Full Text:
PDFReferences
Ally, M. (2014). Increasing access through mobile learning. Vancouver, BC: Commonwealth of Learning.
Apter, M. J. (1967). The Development Of Audioâ€Visual Programmed Instruction. Programmed Learning and Educational Technology, 4(4), 302-315. doi:10.1080/1355800670040407
Auer, M. R. (2008). Sensory Perception, Rationalism and Outdoor Environmental Education. International Research in Geographical and Environmental Education, 17(1), 6-12. doi:10.2167/irgee225.0
Azuma, R. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6 (4), pp. 355-385.
Baratali E., Rahim M.H.B Abd., Parhizkar B., Gebril Z.M.(2016). Effective Of Augmented Reality (AR) In Marketing Communication; A Case Study On Brand Interactive Advertising. International Journal of Management and Applied Science (IJMAS), 2(4), pp. 133-137.
Bandler, R., & Grinder, J. (1980). Frogs into princes: Neuro-linguistic programming. Moab, UT: Real People Pr.
Burgelman, R. A., Maidique, M. A., and Wheelwright S. C. (2008) Strategic Management of Technology and Innovation: 5th Edd. Chicago, IL: McGraw-Hill Educatio.
Caudell, T., & Mizell, D. (1992). Augmented reality: An application of heads-up display technology to manual manufacturing processes. Proceedings of the Twenty-Fifth Hawaii International Conference on System Sciences. doi:10.1109/hicss.1992.183317
Dale, E. (1969). Audio-visual methods in teaching. N.Y.: Holt.
Diamond, R. M. (1989). Designing and improving courses and curricula in higher education: A systematic approach. San Francisco: Jossey-Bass.
Dewey, J. (2015). Experience and education. New York: Free Press.
Education | Definition of education in English by Oxford Dictionaries. (n.d.). Retrieved from https://en.oxforddictionaries.com/definition/education
Fatt, J. P. (2000). Understanding the learning styles of students: Implications for educators. International Journal of Sociology and Social Policy, 20(11/12), 31-45. doi:10.1108/01443330010789269
Global Agenda Council on Ageing Technological Innovations ... (n.d.). Retrieved from http://www3.weforum.org/docs/WEF_Global_Population_Ageing_Technological_Innovations_Health_Wealth_070916.pdf
Grant, M. M., & Barbour, M. K. (n.d.). Mobile Teaching and Learning in the Classroom and Online. Handbook of Mobile Learning. doi:10.4324/9780203118764.ch25
Grier, R. A., Thiruvengada, H., Ellis, S. R., Havig, P., Hale, K. S., & Hollands, J. G. (2012). Augmented Reality--Implications toward Virtual Reality, Human Perception and Performance. PsycEXTRA Dataset. doi:10.1037/e572172013-281
Hager, M. (1994). Target fluency: Leading edge foreign language teaching techniques. Portland, OregoÌn: Metamorphous Press.
Hsu, Y., Hung, J., & Ching, Y. (2013). Trends of educational technology research: More than a decade of international research in six SSCI-indexed refereed journals. Educational Technology Research and Development, 61(4), 685-705. doi:10.1007/s11423-013-9290-9
Hughes, T. P. (2004). American genesis: A century of invention and technological enthusiasm, 1870-1970. Chicago: University of Chicago Press.
Hughes, T. P. (2005). Human-built world how to think about technology and culture. Chicago: University of Chicago Press.
Indonesia. (n.d.). Retrieved from http://www.ilo.org/dyn/natlex/natlex4.detail?p_lang=en&p_isn=84435
Johnson, S. D. (1991). Productivity, the Workforce, and Technology Education. Journal of Technology Education, 2(2). doi:10.21061/jte.v2i2.a.4
Lee, K. (2012). Augmented Reality in Education and Training. TechTrends, 56(2), 13-21. doi:10.1007/s11528-012-0559-3
Lichtenberg, F. R. (2015). The impact of biomedical innovation on longevity and health. Nordic Journal of Health Economics, 5(1), 45. doi:10.5617/njhe.1290
Likert R.(1932). A technique for measurement of attitudes. Archives of Psychology. Volume 140. pp 5-55.
Livingston M.A.(2011). Military Applications of Augmented Reality. In: Furht B. (eds) Handbook of Augmented Reality. New York, NY: Springer.
Mayilyan H., Poghosyan S., Avetisyan H.,(2018) Educational Augmented Reality Systems: Benefits of Implementation and Government Support, Proceedings of 4th International Conference of the Virtual and Augmented Reality in Education (VARE2018), 1.23-28
Pashler, H. (2009). Learning styles: Concepts and evidence. Hoboken, NJ: Wiley.
Ranade, S., Zhang, M., Al-Sada, M., Urbani, J., & Nakajima, T. (2017). Clash tanks: An investigation of virtual and augmented reality gaming experience. 2017 Tenth International Conference on Mobile Computing and Ubiquitous Network (ICMU). doi:10.23919/icmu.2017.8330112
Rashed, E. A., & El-Seoud, S. A. (2017). An interactive augmented reality imaging system for minimally invasive orthopedic surgery. 2017 2nd International Conference on Knowledge Engineering and Applications (ICKEA). doi:10.1109/ickea.2017.8169917
Reflections on the 2008 AECT Definitions of the Field. (2008). TechTrends, 52(1), 24-25. doi:10.1007/s11528-008-0108-2
Rhodes, R. (2001). Visions of technology: A century of vital debate about machines, systems and the human world. London: Simon & Schuster.
Sandhu, M. S. (2016). A forum for global population health, technological advances and implementation science. Global Health, Epidemiology and Genomics, 1. doi:10.1017/gheg.2015.2
Stoyanova, J., Goncalves, R., Coelhc, A., & Brito, P. (2013). Real-time augmented reality shopping platform for studying consumer cognitive experiences. 2013 2nd Experiment@ International Conference (exp.at13). doi:10.1109/expat.2013.6703069
Thomas, H. (2018). Powerful knowledge, technology and education in the future-focused good society. Technology in Society, 52, 54-59. doi:10.1016/j.techsoc.2017.09.005
S. DEPARTMENT OF EDUCATION. (2017). Reimagining the Role of Technology in Education: 2017 National Education Technology Plan Update 2. pp. 20-20, Washington, D.C. Retrived from.
Vonglao, P. (2017). Application of fuzzy logic to improve the Likert scale to measure latent variables. Kasetsart Journal of Social Sciences, 38(3), 337-344. doi:10.1016/j.kjss.2017.01.002
Yuen, S. C., Yaoyuneyong, G., & Johnson, E. (2011). Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Educational Technology Development and Exchange, 4(1). doi:10.18785/jetde.0401.10
Zhou, F., Duh, H. B., & Billinghurst, M. (2008). Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR. 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality doi:10.1109/ismar.2008.4637362
Refbacks
- There are currently no refbacks.
e-ISSN: 1694-2116
p-ISSN: 1694-2493