This paper aims to analyze the existing frameworks that may allow the development of educational solutions using augmented reality resources, focusing on tools that enable the conception, design and implementation of mobile applications. As a result of this research, several development environments available on the market that facilitate working with augmented reality elements in mobile devices were discovered and examined. Among these platforms, eleven were selected to be analysed and presented in this paper. These were tested and compared to one another, and their main characteristics were indicated in a comparative table, as well as their resources that hold the potential to contribute with the construction of educational applications. All of this in favor of easing the development of applications that may assist educators in introducing augmented reality technologies in their classrooms.
In the course of a teaching and learning process, different cognitive skills are required for a student. Attention is an important variable to be measured, since it plays a fundamental role in the accumulation of information with the stimulus of the learner’s memory in the course of the assimilation of knowledge. The purpose of this article is to demonstrate the influence of augmented reality (AR) used as a tool for educational content in student concentration when compared with the use of traditional teaching and learning technologies. User attention was monitored through an electroencephalography sensor while performing an educational task using either an AR or a traditional interface. This presented favorable results, since it was possible to identify an increase in student attention during the interaction with the AR application, as opposed to its conventional counterpart.
Mobile Augmented Reality (MAR) approaches have been applied as an instructional strategy in educational contexts. In this respect, it is important to identify how these approaches have been developed and evaluated with the purpose to identify their quality and benefits. The goal of this article is to identify the state-of-the-art on how the MAR has been used for educational purposes. Therefore, we performed a systematic literature review with a sample of 57 articles. Based on the selected studies, we analysed which knowledge areas the MAR approaches are used in the educational contexts. We also analysed how the approaches have been developed, and evaluated. As a result, we identify that the technical requirements used in the development of the MAR approaches are defined based on the expertise of the development team. Most evaluations are carried out without an appropriate scientific rigor in terms of research design. This shows that there is a need to more consistent and uniform patterns in terms of methods for systematically develop and evaluation of MAR approaches. And, thus, obtain valid results that can be used as a basis for a decision on the application of such approaches and/or their continuous improvement for educational purposes.
Abstract. This paper describes the use of mobile computing technologies in accessing Moodle
IntroduçãoO avanço tecnológico vivido nos últimos anos tem possibilitado o desenvolvimento de novas ferramentas e estratégias para serem aplicadas no contexto educacional. Dentre essas, destacam-se os ambientes virtuais de aprendizagem (AVAs) e, mais recentemente os ambientes imersivos para educação (também conhecidos como metaversos ou mundos virtuais).Conforme Nunes et al. (2012), os AVAs se apresentam como uma opção tecnológica para atender as novas necessidades educacionais, oferecendo ferramentas de interação para compartilhamento e aquisição de conhecimentos. Já os mundos virtuais, segundo Amaral et al. (2012), destacam-se por proporcionarem experiências de imersão fortemente realísticas, que envolvem e despertam nos estudantes a sensação de estarem dentro do ambiente virtual, permitindo o desenvolvimento de atividades práticas semelhantes àquelas realizadas em ambientes reais. II Congresso Brasileiro de Informática na Educação (CBIE 2013) XXIV Simpósio Brasileiro de Informática na Educação (SBIE 2013)
Utilization of technology in education lead to important changes in methods and techniques, where the use of virtual learning environments and virtual worlds provided a solution of a rich simulation and with a high level of interactivity and immersion. This article provides a summary of a research that searches integrate two different technologies [VLE and VW], by means of a solution called Sloodle. The main focus is demystify the use of this solution, introducing the mainly characteristics involved in the process of installation and insertion of this resources and evaluate the effectiveness of these resources as supporting tools in the teaching of algorithms in Computer Engineering course. The applications used in this research were OpenSimulator as Virtual World; Moodle as VLE; the online software IDEOne for the algorithm exposure and Sloodle. Analysis confirms that the utilization of virtual world combined with Moodle using Sloodle, it is a valid alternative to the process of teaching and learning, motivating the students and stimulating the feeling of immersion during the performance of activities. It allows identifying the difficulties to be overcome in this type of solution, like the utilization of Sloodle and technology limitations of their resources.
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