2018
DOI: 10.1186/s40561-018-0058-x
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Evaluation of the ARTutor augmented reality educational platform in tertiary education

Abstract: Augmented Reality (AR) has seen a significant increase in applications in a number of fields in recent years. One of the areas in which AR has been applied to is education, most commonly by means of augmenting educational books. The present paper builds on previous work by using an AR authoring environment and a mobile application, developed by the authors, in undergraduate courses at the Eastern Macedonia & Thrace Institute of Technology. Using the authoring tool, the students were able to enhance existing se… Show more

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Cited by 31 publications
(29 citation statements)
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References 19 publications
(13 reference statements)
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“…For example, smartphones are used as clickers to complete questionnaires and assignments [26], [38]- [41]. Alternatively, smartphones are used to visualize learning contents [32], [42], [43].…”
Section: Characterization Of Slesmentioning
confidence: 99%
See 1 more Smart Citation
“…For example, smartphones are used as clickers to complete questionnaires and assignments [26], [38]- [41]. Alternatively, smartphones are used to visualize learning contents [32], [42], [43].…”
Section: Characterization Of Slesmentioning
confidence: 99%
“…With respect to the concept of smart teacher, Preston et al [46] presented a kitchen equipped with cookware (smart [26], [32], [34], [38]- [43], [49]- [51] Smart classroom 9 (13.24%) [20], [33], [34], [44], [48], [52] objects), and high resolution screens. An avatar guided the user with audio messages to cook while learning the vocabulary in the selected foreign language.…”
Section: Characterization Of Slesmentioning
confidence: 99%
“…Hence, it has been predominantly evaluated to assess its usability, correctness and player experience. Several existing games that have been designed with similar aim of supporting teaching and learning, have been evaluated based on similar user experience such as system interaction, learning content, terminology, appearance, user satisfaction, likeability and so on (Lytridis & Tsinakos, 2018;Tlili, Essalmi, & Jemni, 2016). Models such as EGameFlow (Fu, Su, & Yu, 2009), MEEGA and MEEGA+ (Petri, von Wangenheim, & Borgatto, 2016) have also been used to extensively evaluate educational games in various aspects of user experience.…”
Section: Discussionmentioning
confidence: 99%
“…The teaching aid available is only 1 unit while the number of students in the class is approximately 30 children. Of course, this will create an atmosphere that is less support for students whilst in process learning can be made more rigid result (Lytridis & Tsinakos, 2018). In addition, using Augmented Reality can change and make the virtual world shown on the screen turn into a real-world and can even try to transform all detected objects into object representations in 3D (Gweon et al, 2018).…”
Section: Previous Researchmentioning
confidence: 99%