Augmented Reality Towards an Informative Educational Environment: Digitalizing Interactive Learning

Augmented Reality Towards an Informative Educational Environment: Digitalizing Interactive Learning

Saleem Nazamudeen, Muhammad Ridhauddin, Heru Susanto, Fadzliwati Mohiddin
DOI: 10.4018/978-1-7998-7184-2.ch007
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Abstract

There were interesting subjects and future connections between the education sectors and popular views and perceptions of the public for decades between the literature types of the conventional and the technological element. This chapter will analyze the impact on educational areas and the surrounding environment from the interactive learning perspective on how it can enhance learning practices using the augmented reality medium. The purpose of the analysis is to find the direction that the transformation of the knowledge process has evolved over the course of time, and how it supports society and the community through an efficient method of learning diversification.
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Introduction

The overview and objectives throughout this chapter will be further clarified in this page. The study's background and objectives will be on a different agenda to explain the research processes in more detail. Problems with the existing information collection process and the proposed solution that will inspire the study result will be addressed. Interactive digital learning usually involves a variety of methods such as reading, theoretical interaction or realistic involvement with advanced technology. This research will focus solely on the advanced method of technology. The collaborative method is to encourage people to communicate and connect with each other on the subject matter. This initiates the enthusiasm and depth of thought, having to do more if this helps, an incentive for them to grow in the creative dimension and the inventive side direction for any part of problem-solving. (Renner, 2018)

The aim of this project is to extract information and data from various source materials and find the impact if the implementation of interactive learning would be beneficial to society and even to the education system. This study will allow people and users to gain knowledge on how experiences through technological aspects in a new learning concept of learning adaptation. The completion of the work is based on the self-study knowledge and a skill throughout the university’s given time period. Users and learners will explore a whole new level of getting information and academic performance from entertainment through Augmented Reality with the intention of introducing a fun and engaging new learning concept Developing this research is very challenging from the basics of Augmented Reality because it is based on individual learning and not being given by the university.

Problem Statement

The concept of incorporating the use of Augmented Reality for interactive learning would help create a platform that can engage people through Augmented Reality and different other learning concepts, to gain knowledge and educate them about their learning skills. It's because people just obtain the knowledge to be helpful to their school, tests and book use can be ignored as the idea of execution would be held in a type of technology or program which students and faculty can install and use. Since the old period through the modern age, culture has experienced a major transition and is now fusion into what concept is called as the digital age. In reality, today's education structures at various rates have been influenced by these dramatic changes. It was seen as undergoing major difficulties at the beginning of the century. This has proven to be an important problem for all individuals who need knowledge and are entitled to access it as quickly as practicable to be resolved in the 21st century. Educational institutions have attempted by designing innovative methods to address these problems. There is more interactive learning concept that actually need to look upon but the issue to be addressed is to accumulate the data needed to use Interactive Learning in the educational environment. Accessible from the public or private sector are restricted assets. It would be difficult to have the capacity to collect data with the right amount of data and it would take a lot of time and resources to reach various agencies and even university. To address this issue, research will be extended to help contribute the right data to the project by looking for more proof of success across specific target group and valuable assets from country-approved confirmed areas. (Besar, 2009)

Aims

Aims of developing the project research:

  • Gaining access to the local community, extending awareness regarding improving educational experience and discovering the world of Augmented Reality not only unique to universities, but also to the public concerned.

  • Contribute and support people of all ages by understanding and engaging through the technical dimension of the learning system from the diverse forms of learning result.

Key Terms in this Chapter

Augmented Reality Technology Relation: An invention which takes up the extensive atmosphere and adds artificial content on top which provides the immediate or backhanded vision of the physical world with superimposed PC objects generated over a user's perspective of this present reality henceforth improving one's existing understanding of reality.

Interactive Learning: Education has always been based on the traditional model of pursuing learning by books or locations like the library, college or any kind of field trips. Other than that, people get to know through a chat process through blogs or workshops by witnessing the real-life scenario. Today's technology makes it possible to secure extraordinarily fragile structures and objects from further deterioration, given the re-establishment of verifiable information by keeping track of a current database system.

Technology Management Usage: For over four decades electronic data and information infrastructure for production and processing has grown and has achieved exceptional speeds. The IT revolution has influenced employees, managers, and their organizations significantly. For millions of businesses and people, it has generated various issues and constraints. Particularly high were the challenges to introduce and implement the technology.

Information Technology Apps for Learning: The Apps enable students to acquire lecture materials, take online quizzes or assessments, submit tutorials or assignments, view results, view course materials, see news and announcements, online interaction, anytime and anywhere without any geographical or time barriers. However, the key to effective apps -learning is not from its multimedia, design or user-friendliness, but on how the individuals are engaged by the content. Although the use of apps-learning provides notable benefits for students as a whole, the effectiveness of the use of the system depends on the level of acceptance and use of students. The goals of apps-learning will not be achieved if there is lag and resistance to the use of new technology. The process of implementing apps-learning in the institution might face several factors that constraints the effective use of apps-learning as a learning medium, such as infrastructure issues, the willingness and readiness of the institutions and students.

Assistive Technology: Is assistive, adaptive, and rehabilitative devices for People with disability or the elderly population. People with disability often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing, grooming, and personal device care. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks.

Augmented Educational Foundation: Augmented reality can make a standard class an enjoyable experience. AR technology offers simulated models and supports classroom resources with entertainment elements. This increases the interactivity of classes. AR allows students to more thoroughly interpret the knowledge they have already heard.

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