Usability of augmented reality learning with google
Keywords:
Mobile devices, Augmented reality, Digital learning, Google mapsAbstract
This paper discusses the mobile search on Google which can be inserted virtual animals in 3D into the real world via augmented reality. Recently people were able to record virtual materials via video from Android mobile phones, such as on iOS, or that can also view up close Module Apollo 11, or closer in time. People can take pictures with a virtual Santa Claus by using augmented reality app. This research method used literature review, which included new insights into the quality of action and scientific papers. It synthesized information gleaned from a variety of sources. The findings of the study are mobile search on google offer possibilities that allow us to interact with 3D elements. Through augmented reality, kids can be considered fun learning for the little one and their parents. By clicking on “See in 3D”, students can interact with the respective 3D elements, developed in collaboration with visual materials. People have started using webcams, making them read certain marker labels, then objects where labels will appear on the screen. Developers continue to gather information on how AR (augmented reality) can participate in the learning environment.
References
Maiia, V. M., et.al. (2020). Personalization of learning through adaptive technologies in the context of sustainable development of teachers’ education. E3S Web of Conferences, 166(4). January 2020, 10015.
Tosti, H.C. Chang. (2014) An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities. Educational Technology & Society 17(4), October 2014, 352-365. https://www.researchgate.net/journal/Educational-Technology-Society-1436-4522
Holmgren, M & Johansso, D. (2014). A Web-based Time Machine with Augmented Reality. Conference: The 39th IEEE Conference on Local Computer Networks (LCN). September 2014. DOI:10.13140/2.1.4287.7766
NYMCTU. (2021). Research Human Computer Interaction (HCI), Virtual and Augmented Reality, Wearable Technologies. Taiwan: National Yang Ming Chiao Tung University (NYMCTU). https://www.cs.nycu.edu.tw/research/human-computer-interaction-virtual-and-augmented-reality-wearable-technology?locale=en
Cheng, Kun-Hung & Tsai, Chin-Chung. (2012). The Reality Appropriateness of Enhancement in Science Learning: Recommendations for Future Research. Journal of Science Education and Technology. 2012. 22 (4): 449–462.
Klopfer, E. (2018). Augmented Learning: Research and Design of Mobile Educational Games. USA: Wayback Machines.
Hupperetz. W. (2013). Interactive spatial augmented reality in the Allard-Pierson museum: Exploration of cultural artifacts by simple finger pointing. Conference: Digital Heritage. October 2013. https://www.researchgate.net/publication/341115232_Interactive_spatial_augmented_reality_in_the_Allard-Pierson_museum_Exploration_of_cultural_artifacts_by_simple_finger_pointing
Seitz, Aaron R., Kim, Dongho; Watanabe, Takeo. (2009). Rewards of Awakened Learning of Unconsciously Processed Visual Stimuli in Adult Humans. Neuron. 2009. 61 (5): 700–707.
Klopfer, Eric. (2008). Augmented Learning: Research and Design of Mobile Educational Games. USA: MIT Press.
Cheng, Kun-Hung & Tsai, Chin-Chung. (2014). Children-parents’ interactions share reading with augmented reality (AR) picture books and parents ’conceptions of AR learning. English Journal of Educational Technology. 47 (1): 203–222.
J. Bransford, S. Brophya, & S. Williamsa. (2000). When Computer Technologies Meet the Learning Sciences: Issues and Opportunities. Journal of Applied Developmental Psychology. Volume 21, Issue 1, January–February 2000, 59-84. https://doi.org/10.1016/S0193-3973(99)00051-9
Crompton, H. (2013). A review of the history of mobile learning: Towards student -centered education. In Z. L. Berge & L. Y. Muilenburg (Eds.), Handbook of mobile learning (pp. 3–14). 2013. Florence, KY: Routledge. https://www.researchgate.net/publication/263852116_A_historical_overview_of_mobile_learning_Toward_learner-centered_education
Luaran, E., Nadzri, F. A., Rom, K. B. M., & Jain, J. (2013). The Importance of Information and Communication Technology in English Learning: Indigenous Students’ Perspectives. Malaysian Journal of Distance Education, 18(1), 87–101.
Weng, N. G., & Bee, O. Y. (2016). An Augmented Reality System for Biology Science Education in Malaysia_VRinLearning. International Journal of Innovative Computing, 6(2), 8–13. https://www.semanticscholar.org/paper/An-Augmented-Reality-System-for-Biology-Science-in-Weng-Bee/5a645449fd772e10202ce8af30d69376cc9ea61d
Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented Reality Game-Based Learning: Enriching Students’ Experience During Reading Comprehension Activities. Journal of Educational Computing Research, 55(7), 901–936.
Cai, S., Chiang, F. K., Sun, Y., Lin, C., & Lee, J. J. (2016). Applications of augmented reality-based natural interactive learning in magnetic field instruction. Interactive Learning Environments, 25(6), 778–791.
Ku, O., Hou, C. C., & Chen, S. Y. (2016). Incorporating customization and personalization into game-based learning: A cognitive style perspective. Computers in Human Behavior, 65, 359–368.
Yusniza Binti Mohamad Yusof. (2019). 21 st Century Learning is Not Merely ICT. International Research Journal of Education and Sciences, 3(1), 18–23. https://www.masree.info/wp-content/uploads/2019/11/IRJES-VOL-3-ISSUE-1-ARTICLE-5.pdf
Ministry of Education Malaysia (a). (2016). Ministry of Education Malaysia Professional Circular Letter Number 9 Year 2016: Implementation of Standard Secondary School Curriculum in Stages Starting Year 2017. Putrajaya: Federal Government Administrative Center. https://www.moe.gov.my/menumedia/media-cetak/penerbitan/dasar/1207-malaysia-education-blueprint-2013-2025/file
Ministry of Education Malaysia (b). (2016). Secondary School Standard Curriculum: Curriculum and Assessment Standard Document: Geography Form 1. 2016. Putrajaya: Curriculum Development Division. http://online.anyflip.com/jgoso/ijwc/mobile/index.html
Zohir, M., & Shaari, A. (2016). Geography Education in Malaysian Schools: Developments and Issues. Journal of Geography, 4 (1), 1–10. https://ejournal.upsi.edu.my/index.php/GEOG/article/view/1906
Munawir, A. (2020). Mastery of the Concept of Wind Direction with the Treasure Hunt Method in Elementary School. Journal of Education, 9 (2), 265–272. https://jurnaldidaktika.org/contents/citationstylelanguage/get/apa?submissionId=36
Lu, S. J., Liu, Y. C., Chen, P. J., & Hsieh, M. R. (2020). Evaluation of AR embedded physical puzzle game on students’ learning achievement and motivation on elementary natural science. Interactive Learning Environments, 28(4), 451–463.
Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students’ learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895–1906.
Kamlşll, H., & Öznacar, B. (2020). The effect of augmented reality based mobile software on students’ academic achievement. Intelligent Decision Technologies, 14(1), 3–8.
Sahin, D., & Yilmaz, R. M. (2017). The effect of Augmented Reality Technology on middle school students’ achievements and attitudes towards science education. Computers and Education, 144, 103710.
Moro C. (2017). The effectiveness of virtual and augmented reality in health sciences and medical anatomy. Anat Sci Educ, 10(6), 549–559.,
Sharmin N, & Chow AK. (2020). Augmented reality application to develop a learning tool for students: transforming cellphones into flashcards. Healthc Inform Res. 26(3), 238–242,
N. Loorbach, O. Peters, J. Karreman, & M. Steehouder, (2015). Validation of the Instructional Materials Motivation Survey (IMMS) in a self-directed instructional setting aimed at working with technology, British Journal of Educational Technology, vol. 46, no. 1, 204–218,
Klimova A, Bilyatdinova A, Karsafov A, et al. (2018). Existing teaching practices in augmented reality. Procedia Comput Sci. 136, 5–15.
L. Sullivan. (2013). Hypothesis Testing for Means and Proportions. Boston University School of Public Health, Massachusetts, Mass, USA.
Akçayır. M, Akçayır. G, Pektaş. H.M, & Ocak. M.A. (2016). AR in science laboratories: the effects of AR on university students’ laboratory skills and attitudes toward science laboratories. Computers in Human Behavior, Vol. 57. 2016 (Scopus Indexed), 334–342.
Published
PDF Downloads: 262