2019 International Conference on Electrical, Electronics and Information Engineering (ICEEIE) 2019
DOI: 10.1109/iceeie47180.2019.8981411
|View full text |Cite
|
Sign up to set email alerts
|

Markerless Augmented Reality (MAR) through Learning Comics to Improve Student Metacognitive Ability

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
3
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 7 publications
(6 citation statements)
references
References 18 publications
0
3
0
Order By: Relevance
“…Similarly, Mursydun et al, [7], achieved increased teaching levels, with a result of 97.9% implementing Markerless AR. The usability of students resulted in 98.1%, and flexibility had a result of 0.98%.…”
Section: Discussionmentioning
confidence: 89%
See 1 more Smart Citation
“…Similarly, Mursydun et al, [7], achieved increased teaching levels, with a result of 97.9% implementing Markerless AR. The usability of students resulted in 98.1%, and flexibility had a result of 0.98%.…”
Section: Discussionmentioning
confidence: 89%
“…In the same vein, Mursydun et al, [7] aimed to implement augmented reality technology in comic learning to improve metacognitive ability in students. The results showed that the teaching level increased to 97.9% using Markerless AR, and students' usability reached 98.1%, with a usage flexibility valued at 0.98.…”
Section: Introductionmentioning
confidence: 99%
“…Several studies have investigated the effects of metacognition in AR environments (Agusta, 2022;Guo & Kim, 2020;Nidhom et al, 2019;Tugtekin & Odabasi, 2022). However, few studies have been conducted on the relationship between student workload and metacognition in AR learning environments.…”
Section: Introductionmentioning
confidence: 99%
“…In [7], the work presents a gesture-based AR system to aid in understanding the anatomical structures of the human body. [8] focuses on the concept of comic-based education through markerless AR for improving metacognitive abilities of the students. Thus, there are variety of approaches for designing the educational apps based on AR and VR such as head mounted displays, markerless systems, and gesture-based systems.…”
Section: Introductionmentioning
confidence: 99%