DOI QR코드

DOI QR Code

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim (Division of Liberal Arts, Andong National University) ;
  • Heesun Kim (Department of Software Convergence, Andong National University)
  • Received : 2023.10.24
  • Accepted : 2023.11.05
  • Published : 2023.12.31

Abstract

The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Keywords

References

  1. J. Oh, M. Kim, I. Choi, M. Jang, H. Kim, T. Lyoo, et.al, "The Effect of Physical Computing with Arduino based Laboratory," Proceedings of The Korean Association of Computer Education, Vol. 18, No. 1, pp.101-104, 2014.
  2. S.Y. Kim, E.M Jung, H.S. Kim, "Design and Implementation of Physical Computing Education Content based on Augmented Reality," International Journal of Internet, Broadcasting and Communication, Vol. 14, No. 4, pp.198-205, 2022. DOI: https://doi.org/10.7236/IJIBC.2022.14.4.198
  3. J. Rho and Y. Jun, "Developing Educational Contents on a Hooded Crane Utilizing Physical Computing," Proceedings of The Korean Association of Computer Education, Vol. 27, No. 1, pp. 49-52, 2023.
  4. D. Lee, S. Yi, and Y. Lee, "An Analysis of Research Trend about Devices and Programming Languages in Physical Computing Education," Proceedings of the Korean Society of Computer Information Conference, Vol. 25, No. 2, pp. 379-380, 2017.
  5. S. Cho, Y. Choi, and T. Hong, "A Study on Typology of Augmented Reality Based Application Content Service," Proceedings of The Animation Society of Korea, pp. 62-63, 2012.
  6. https://dtbook.edunet.net/viewCntl/ARMaker?in_div=nedu&pg=listTwo (accessed November 24, 2023).
  7. S. Han and C. Lim. "Developmental Study on Augmented Reality Based Instructional Design Principles," Journal of Educational Technology, Vol. 35, No. S, pp.455-489, 2019. https://doi.org/10.17232/KSET.35.2.455
  8. K. Kim, "The Analysis on Effects of Applying the Contents of Augmented Reality - Focused on the English Class in Elementary -," Journal of The Korean Association of Information Education, Vol. 13, No. 3, pp. 359-370, 2009.
  9. Comprehensive plan for convergence education, Ministry of Education, 2020.