Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect. The conceptual model provides appropriate content, navigation and user interface design, interactivity, features, hardware, and process for providing informal learning in enjoyable way at cultural heritage site using mobile AR. The conceptual model consists of three structures, six components, and twenty nine elements. The usage of conceptual model is flexible which can be implemented according to developer’s needs and preferences.
The need of visitor has been changed in tourism which is to learn and have meaningful experience. However, Mobile Augmented Reality technology that caters enjoyable informal learning in cultural heritage site is still limited. Therefore a conceptual model is proposed to guide developers in developing such mobile AR application to promote enjoyable informal learning. This article describes the proposed model which is called as a ‘conceptual model of mobile AR for cultural heritage site towards enjoyable informal learning’. Expert review and focus group discussion methods were conducted to evaluate the proposed model are also explained in this article. Prior to the evaluation process, a field study was also conducted to discover novel components of enjoyable informal learning content in cultural heritage site. The results of all methods conducted were contributed to the development of a conceptual model. The conceptual model consists of two levels which in the first level; it contains three main components (mobile AR technology, enjoyable informal learning, and cultural heritage site) and in the second level of the model provides detail information which contains the elements of each component.
E-learning is currently a rapidly growing trend which attempts to provide an infrastructural configuration that integrates and encompass learning content, services and tools as a single solution which can generate and deliver educational contents and training effectively, efficiently and cost-effectively. In advanced technical education, laboratories are essential learning spaces. Providing laboratory facilities at universities with limited funds and technical know-how is difficult due to the high expenses of installation and upkeep. In order to tackle these obstacles, "virtual laboratories" have been established. Through remote access, virtual laboratories make it possible for users to conduct experiments similar to genuine systems. Consequently, resources of laboratories can be shared across a wide community of geographically dispersed customers while restricting operational expenses and initial set-up to one single institution. This article reviews the virtual laboratory for engineering education. Three distinct e-learning resource methods are discussed. The intrinsic objectives of animation are also explained. Lastly, the conclusion is provided along with recommendation for future studies.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.