Augmented reality is a human-machine interaction tool that presents information generated by computer on the real world using a camera. Augmented reality technology has the potential to draw students' attention to visualize a layer of information on real objects using handheld devices such as tablets and smartphones. The objective of this study was to assess students' perception of the use of augmented reality in learning microprocessor. Therefore, a mobile application was designed and developed by integrating elements of augmented reality for teaching and learning this topic. This study was conducted based on the ADDIE model that consists of five phases: Analysis, Design, Development, Implementation and Evaluation. The study found that students' perception of the use of augmented reality is positive based on the average mean score. However, the disadvantage of this application is the use of images as compared to the use of real microprocessor as the learning object. An area for future study is to assess the students' perception of the use of real objects as the learning object in using mobile augmented reality application.
Augmented reality is one of the technologies that will impact teaching and learning. When augmented reality is applied in an educational setting, it can provide a superior learning environment because educators can add specific virtual information to enrich the existing learning materials or to create new learning materials that integrate the environment. Therefore, discussions on augmented reality applications for learning can be vastly found in the literature. Each application utilizes the resources available by using approaches appropriate for the learning outcome in question. The key problem with achieving learning outcome in analyzing group one elements in a periodic table is that some students have difficulties in visualizing an atom and what more to relate them with reactivity. The objective of this paper aims to design and develop a learning application that supports science, technology, engineering, and mathematics (STEM) education based on guided discovery learning to assist the students through questions based on exposure to various evidence via augmented reality. This application incorporates the use of a 3D model of atoms and video of real experiments. Action research is used to solve an existing problem in a selected school. The application was evaluated by 25 students aged 16 years in a secondary school in Malaysia and has proven to be useful to improve the students' marks in tests conducted at the end of the application usage. The students can get many benefits from using the augmented reality based application because it supports Education 4.0 like flexibility in teaching and learning where learning is freed for the limitation of time, place, and pace of study.
Augmented Reality (AR) has proposed several types of interaction techniques such as 3D interactions, natural interactions, tangible interactions, spatial awareness interactions and multimodal interactions. Usually, interaction technique in AR involve unimodal interaction technique that only allows user to interact with AR content by using one modality such as gesture, speech, click, etc. Meanwhile, the combination of more than one modality is called multimodal. Multimodal can contribute to human and computer interaction more efficient and will enhance better user experience. This is because, there are a lot of issues have been found when user use unimodal interaction technique in AR environment such as fat fingers. Recent research has shown that multimodal interface (MMI) has been explored in AR environment and has been applied in various domain. This paper presents an empirical study of some of the key aspects and issues in multimodal interaction augmented reality, touching on the interaction technique and system framework. We reviewed the question of what are the interaction techniques that have been used to perform a multimodal interaction in AR environment and what are the integrated components applied in multimodal interaction AR frameworks. These two questions were used to be analysed in order to find the trends in multimodal field as a main contribution of this paper. We found that gesture, speech and touch are frequently used to manipulate virtual object. Most of the integrated component in MMI AR framework discussed only on the concept of the framework components or the information centred design between the components. Finally, we conclude this paper by providing ideas for future work involving this field.
Renewable energy is growing rapidly and becoming a popular alternative source of energy. Malaysia is looking forward to achieve 50% implementation of renewable energy (RE) by 2050. Sustainable energy development has been related to environmental issues, which can be eradicated by replacing fossil fuels with natural resources such as hydropower, solar, and wind to generate electricity. Public awareness is important towards accomplishing the goal in implementing renewable energy. Thus, this study focused on the survey of renewable energy awareness which was conducted randomly in urban and rural areas in Malaysia. The aims of the study were to identify and explore public awareness of renewable energy based on the respondents’ educational level and area of residence. The perspective on renewable energy by each residential area is related to knowledge and technologies. The survey data was analysed using probability sampling and stratified technique. The results indicated that most of Malaysians realized and are informed about renewable energy which is gradually increasing in terms of sustainability awareness. Therefore, this study is expected to be useful in spreading understanding among citizens about the application of renewable energy by obtaining data on public knowledge and opinions. There were concerns about the environment with 90.3% of the responses showing that the public were aware of the negative impacts of pollution, which indicated a positive use of alternative energy. However, the implementation of renewable energy technologies was not optimised due to the expensive costs involved (98.8%). In achieving the government target, excellent and smart initiatives should be taken to attract the Malaysian public of every level in society by increasing public awareness of renewable energy as well as encouraging the people to adopt renewable technologies in their daily lives and help save the environment.
The aim of this paper is to evaluate user satisfaction based on System Usability Scale (SUS) questionnaire on Augmented Reality (AR) application for productive vocabulary using speech recognition. There is still lack of research focus on user satisfaction towards the use of AR-based app using speech recognition for vocabulary learning in early education. The first objective of this paper is to develop an AR application for children using speech recognition to enhance productive vocabulary learning that integrates visual script (orthography) and audio (phonology). The second objective is to evaluate and identify the user satisfaction in enhancing productive vocabulary methods by combining AR technology and speech recognition to the parents and teachers by doing a mixed method testing such as questionnaire and interview. To achieve this, an interview session was conducted with the experts and SUS questionnaire was given to the teachers and parents of the student to evaluate user satisfaction. The results show that the research hypotheses of this study were successfully achieved. It revealed that the teachers and students were satisfied with the application based on SUS score (SUS score > 68). Since the total SUS score is 80.3, which is above average, it shows that they were satisfied with the overall application. Apart from that, the mean of the usability study based on questionnaire also shows that the users have found that this application is usable in terms of learnability study and that this application is easy to use.
The aim of this paper is to assess students' perceptions of their competency and interests in Science, Technology, Engineering and Mathematics (STEM) throughout Malaysia. These perceptions are obtained during and after they were engaged in using a STEM module and building a robotic prototype that was in line with the STEM teachers' specification, and was conducted at the National Science Centre, Malaysia. This activity was undertaken because the target ratio for the number of students enrolling in STEM programs is not met. The developed STEM module is based on four stages of the learning cycle in Kolb's experiential learning theory. The stages are Concrete Experience, Reflective Observation, Abstract Conceptualization, and Active Experimentation. These stages have five key educational activities which are watching videos, reading modules, assembling robotic components, drag and drop using blockly software and lastly playing a robotic game. The key element of the activities is the utilization of a robotic prototype as the main component in increasing the students' interest in STEM via games. This module was evaluated in both qualitative and quantitative case studies of students to inform teachers' perceptions of the developed modules and robotic prototypes. Data were collected through two training events at a science exhibition at the National Science Centre and taken from two distinct groups, namely primary and secondary school students in range 11 to 15 year old. The evaluation comprised of five areas, which were interaction, engagement, challenge, competency, and interest. The results show that developed module and robotic prototype based n teacher's perception received positive response from the respondents. It can efficiently raise students' interest in STEM that meets the Malaysia Education Blueprint 2013-2025.
Augmented reality (AR) technology is a technique that combines the real world and the virtual world digitally using mobile devices. Mobile AR technology is expected to help Malaysian tourists who have difficulties to understand the Thai language when visiting the country. Hence, a prototype called ARThaiMalay translator was developed to translate printed Thai food menu to Malay language. The objective of this study is to design a food menu translation framework from Thai to Malay language based on mobile AR, develop a translator application and to test the effectiveness of the translator application. The prototype consists of three main components which are translation based on optical character recognition (OCR) technology, dictionary development using SQLite database and display data from the local database. Evaluation of the developed application shows its effectiveness to perform translation of Thai text with certain features to Malay language.
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