SCI-AR: ENHANCE SCIENCE LEARNING THROUGH AUGMENTED REALITY

This research work is focused on development of a mobile augmented reality application, for use in helping kids with learning problem in science class. Science per se has inherent features that are abstract in nature, thus complicating the processes of learning and at the same time giving a negative outlook towards science. In this regard, the application has the use of graphics and symbols combining with the use of AR that enhances understanding and leads to involvement of students. It can be on Android OS for mobile phones with Unity3D and ARFoundation/ARCore as the development tools. Acceptance of consumer Credit has used the Technology Acceptance Model for developing its theoretical modelling of prediction. In making the system, the development model of Agile Methodology Model has been adopted. This study tries to apply a new approach that enhances the learners’ motivation and confidence in science learning without pre-empting any other teaching strategy. As for the application of a mobile and graphically augmented reality, it raises a lot of potential for improvement of science learning for children with certain learning difficulties in this new, interactive type of format.

Authors

Publication Details

Journal
International Journal of Engineering Applied Sciences and Technology
Published
2024-08-04
DOI
https://doi.org/10.33564/ijeast.2024.v09i03.005
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
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article

SCI-AR: ENHANCE SCIENCE LEARNING THROUGH AUGMENTED REALITY

Mellanie S. Gambe, Edward Jr A. Cabello, Rolan Meryll B. Montebon, Honey Belle L. Bontuyan
International Journal of Engineering Applied Sciences and Technology
Augmented Reality Applications
article

SCI-AR: ENHANCE SCIENCE LEARNING THROUGH AUGMENTED REALITY

Mellanie S. Gambe, Edward Jr A. Cabello, Rolan Meryll B. Montebon, Honey Belle L. Bontuyan
article en

Abstract

This research work is focused on development of a mobile augmented reality application, for use in helping kids with learning problem in science class. Science per se has inherent features that are abstract in nature, thus complicating the processes of learning and at the same time giving a negative outlook towards science. In this regard, the application has the use of graphics and symbols combining with the use of AR that enhances understanding and leads to involvement of students. It can be on Android OS for mobile phones with Unity3D and ARFoundation/ARCore as the development tools. Acceptance of consumer Credit has used the Technology Acceptance Model for developing its theoretical modelling of prediction. In making the system, the development model of Agile Methodology Model has been adopted. This study tries to apply a new approach that enhances the learners’ motivation and confidence in science learning without pre-empting any other teaching strategy. As for the application of a mobile and graphically augmented reality, it raises a lot of potential for improvement of science learning for children with certain learning difficulties in this new, interactive type of format.

International Journal of Engineering Applied Sciences and TechnologyVol. 09(03)
Openalex Percentile: Top 82%
Augmented Reality Applications
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