Thinking outside of the box is an important part of education. However, using innovative teaching methods in education can be very challenging for educators. They are directly involved into a teaching process and upcoming changes should be well planned and the impact of the introduced innovations/changes should be estimated in advance. Innovations can be also challenging for a management part of a particular higher education institution, whose major goal is to organize a smooth learning process. Current work presents software empowered innovation in the domain of teaching physics at universities. Authors demonstrate how particular software artefacts could be possible integrated into existing curriculum in order to help students at universities in mastering particular natural science subject (e.g., "Physics-1," "Physics-2"). Software is based on the ideas of virtual laboratories, whether implementation is based on Microsoft. NET XNA Framework and 3D modeling. Paper shows that the introduction of modern information and computer technologies along with the traditional forms of education are significantly enhancing teaching experience and improving education quality. ß
With the constant increase of computing power in mobile devices (tablets, smartphones), new prospects have opened up for their application, in particular, in trade, industry, medicine, education, etc. In the field of education, mobile devices have a high potential, which, if properly integrated, can form a new effective learning model. This article is devoted to the development of a mobile application for a multilingual (Kazakh, Russian, English) educational platform for distance learning of physics in higher and secondary educational institutions using augmented reality technology.
Currently, computer‐based training systems, such as virtual laboratories (VLs), are becoming more common not only in universities but also in secondary schools. For physics, VLs are of great importance, as they allow simulating processes that cannot be seen or reproduced. Technologies such as augmented reality (AR) and virtual reality (VR) help us to create such physical visualizations. This study presents a VL, which allows users to solve various physical practical tasks or problems with the help of three‐dimensional process visualizations performed in three different ways, namely desktop VR, AR, and VR using a Leap Motion controller. This study describes in detail the functionality and implementation of a VL. As an experiment, three schools were provided with the necessary equipment and software. Fifty pupils of the 9th grade used the developed VL for half of the academic year, after which they took part in a comprehensive survey. About 88% of them found the laboratory useful for studying physics. The children were satisfied with its functionality and usability. Interviews with teachers helped us to understand which of the three visualization methods is preferable for them and children in the present environment.
Currently, we are witnessing the active introduction of modern digital technologies in the field of education. One of the main reasons for this was the transition to distance learning due to the global COVID-19 pandemic. More and more virtual labs, virtual textbooks, as well as educational platforms that allow students to acquire the necessary skills and abilities remotely using the Internet, are being used in the educational process.
The most promising educational platform is an interactive mobile learning platform. It has several advantages, among which one can especially single out the convenience of learning due to its interactivity and organization of the studied material. The application of augmented and virtual reality allows for increasing the effectiveness of classes. These technologies provide another level of interaction and material perception by students. However, VR and its high level of immersion require special equipment and more actions from the user while AR is cheaper and more affordable, but still interactive and has great visual aids. The aim of the paper is to demonstrate how augmented reality can be used for radio engineering disciplines on the example of an interactive mobile platform.
This article discusses the process of developing a mobile platform that allows studying the material of radio engineering courses using augmented reality technology. The work also contains the results of a survey conducted among the students who used it as a part of their class activities. In addition, sections of the article contain a description of the project development process, its structure, international experience, and the conclusions.
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