Augmented Reality has been widely used in various level of education such as higher-level education, secondary education (lower/upper secondary level), primary education, and in informal learning. However, the implementation in early childhood education is still limited. By using library research methodology, the objective of this paper is to investigate the existing work of augmented reality in early childhood education between 2009-2018. Based on the results, it shows that the publication of augmented reality in early childhood education increased slowly within these past ten years. It has been found that the main advantage of augmented reality is to enhance motivation. Early literacy has been found to be the most used topic with sampling less than 30 children. Finally, 'Marker-based' augmented reality has been widely used with mobile devices and in term of data collection methods, 'Test' has been used the most in this field of research.
Of late, Augmented Reality (AR) has become one of the important tools in teaching and learning, which is made evident by an increasing number of studies focusing on such technology over the past few years. However, studies focusing on the design of AR learning tools or applications for young children have been seriously lacking. Therefore, this paper provides a detailed account of the findings of a study carried out by the authors in which the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) method was used to select and critically review related articles from two leading databases, namely Scopus and Web of Science (WoS) databases. Overall, 16 articles relating to the design and development of AR learning applications were selected from such databases, which revealed five themes and nine subthemes as follows: (1) information design (with three sub-themes), (2) interface design (with one subtheme), (3) interaction design (with two subthemes), (4) imagination (with two subthemes), and (5) immersion (with one subtheme). As such, all five themes relating to the design aspects of AR learning applications need to be carefully addressed and considered in developing efficacious AR learning applications for young children. In summation, the findings of this study based on the systematic review of the current AR literature can be used as a guideline for developers of AR learning applications to ensure their products can be both efficacious and entertaining, the impact of which can surely improve children’s learning performance, motivation, and interest.
Learning about courtesy and moral values is important in children's development. In order to become a harmonious and balanced human in intellectual, spiritual, emotional and physical terms, Malaysian children have been exposed to moral education since primary school. However, it is important for the children to learn and practise it within their family environment and this can be taught through storytelling. In this research, we introduced the Malaysianvirtual storytelling land named Hikayat Land which, has been built in SecondLife. We conducted apilot test and will reveal the feedback we gained from our intended users; children aged 11-14 years old. Their opinions will be to improve the weakness of this product in terms of usability, and we want to understand users’ perceptions of the new method of storytelling through virtual technology
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