• Title/Summary/Keyword: Augmented learning

Search Result 334, Processing Time 0.022 seconds

The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.4
    • /
    • pp.419-427
    • /
    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

  • PDF

Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.3
    • /
    • pp.1015-1029
    • /
    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
    • /
    • v.10 no.4
    • /
    • pp.143-147
    • /
    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

  • PDF

A Comparative Analysis of User Experience in Home Energy Saving Awareness Using Immersive Virtual Reality and Mobile Augmented Reality (몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구)

  • Choi, Sung Ho;Lee, Myoung Hun;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
    • /
    • v.21 no.4
    • /
    • pp.397-408
    • /
    • 2016
  • VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.

The effect of augmented feedback type on motor learning for hemiplegic adults (보강적 피드백의 형태가 편마비 성인의 운동학습에 미치는 영향)

  • Cho, Hyuk-Shin;Jeong, Wang-Mo
    • PNF and Movement
    • /
    • v.9 no.1
    • /
    • pp.11-19
    • /
    • 2011
  • The purpose of this study was to investigate whether it makes difference to use of the Augmented Feedback Type(Verbal Feedback, VTR Feedback and Verbal & VTR Feedback) to hemiplegic adults on learning of motor skill. For the purpose 15 hemiplegic adults who are received rehabilitation program at H hospital in Hong-Sung, Choong-Nam Province. Subjects were classified into three groups by random assignment; the Verbal Feedback group, the VTR Feedback group and Verbal & VTR Feedback group. Each groups received 5 subjects from hemiplegic adults. Subjects were tested by Timed Up and Go test for 9 weeks. And to find out the improvement measured by Pre-Test, Acquisition Test and Retention Test. To find out the improvement of each group's measures took average and standard deviation. To probate the significance of difference between the improvement conducted the one-way ANOVA and to probate the significance of difference of Acquisition Test and Retention test conducted paired t-test. The results of this study were as follows; First, All of Augmented Feedback Types had a positive effect on hemiplegic adults to learning of motor skill. Second, The Verbal Feedback group and the VTR Feedback group had no significantly difference at Acquisition Test, But They had the most improvement at Retention Test. Third, In hemiplegic adults, the Verbal & VTR Feedback group had the highest Retention Effect.

유비쿼터스 컴퓨팅${\cdot }$네트워킹 환경에서 교육학습 시스템

  • No, Yeong-Uk
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2005.11a
    • /
    • pp.205-210
    • /
    • 2005
  • 유비쿼터스 컴퓨링과 네트워킹 환경이 준비됨에 따라 교육 분야에서도 새로운 환경에 적합한 교육학습 시스템에 대한 준비가 필요하다. 특히 유비쿼터스 컴퓨팅 환경에서는 단순히 새로운 기술을 교육학습 분야에 적용하는 것이 아니라 사고방식과 대상을 바꾸는 패러다임의 전환이 필요하다. 분야에서는 유비쿼터스 환경을 단계적으로 적용하여야 한다. 기존의 e-learning에서는 지능시스템이 교육학습 분야에 적용될 수 있는 부분이 한정되어 있었다. 그러나 유비쿼터스 맞춤형 학습 시스템을 구축할 수 있는 기본 환경이 제공하기 위하여 유비퀴터스 환경의 하부 단위에서 증강현실(augmented reality) 기술, 지능형 학습 기술들을 도출하고 적용 방법을 제안한다.

  • PDF

An Augmented Education Contents for an E-learning Environment (e-learning 환경을 위한 실감형 교육 컨텐츠 시스템)

  • 한은정;김기락;정기철
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2004.10a
    • /
    • pp.268-270
    • /
    • 2004
  • 본 논문은 증강 현실(augmented reality)을 이용하여 학습자에게 효과적으로 교육할 수 있는 e-learning 교육컨텐츠 환경을 제공한다. 현재까지 연구되어온 증강환경을 이용한 교육 컨텐츠는 단순한 상호작용만을 허용하고, 실감형 인터페이스를 제공하기에는 제약이 따른다. 본 논문은 이를 개선하기 위해 기존의 교육 컨텐츠를 실감형 교육 컨텐츠로 전환할 수 있는 시스템 구성 방법에 관한 것으로써. 컨텐츠의 배치, 조작, 학습과정 등에서 기존의 교육 컨텐츠보다 인터랙티브하고 직관적으로 교육할 수 있는 실감형 인터페이스를 제공한다.

  • PDF

The Study on Marker-less Tracking for the Car Mechanics e-Training AR(Augmented Reality) System (자동차 정비 e-Training 증강현실 시스템에서의 Marker-less Tracking 방안 연구)

  • Yoon, Ji-Yean;Kim, Yu-Doo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
    • /
    • v.16 no.2
    • /
    • pp.264-270
    • /
    • 2012
  • e-Training focusing on the experience and practice accelerates actual-active learning and enforces the learning effects against the existing theory based education. The most typical hans-on training system is augmented reality. Especially, in the training field installed augmented reality system, the automobile maintenance trainee experiences effective training with the immediate information, which is indicating the location of parts and the procedure of repairing. The tracking is the core technology of the augmented reality system. The performance of augmented reality system depends on the tracking technology. Therefore, this paper suggests the tracking technology which is proper to the e-Training augmented reality service technology for the car mechanics.

Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.3
    • /
    • pp.373-382
    • /
    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

  • PDF

Development of a English Vocabulary Context-Learning Agent based on Smartphone (스마트폰 기반 영어 어휘 상황학습 에이전트 개발)

  • Kim, JinIl
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.2
    • /
    • pp.344-351
    • /
    • 2016
  • Recently, mobile application for english vocabulary learning is being developed actively. However, most mobile English vocabulary learning applications did not effectively connected with the technical advantages of mobile learning. Also,the study of mobile english vocabulary learning app are still insufficient. Therefore, this paper development a english vocabulary context-learning Agent that can practice context learning more reasonably using a location-based service, a character recognition technology and augmented reality technology based on smart phones. In order to evaluate the performance of the proposed agent, we have measured the precision and usability. As results of experiments, the precision of learning vocabulary is 89% and 'Match between system and the real world', 'User control and freedom', 'Recognition rather than recall', 'Aesthetic and minimalist design' appeared to be respectively 3.91, 3.80, 3.85, 4.01 in evaluation of usability. It were obtained significant results.