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Djibril, Djamila Hassan; Çakir, Hüseyin – Journal of Learning and Teaching in Digital Age, 2023
The use of mobile augmented reality technology has recently improved in education and training methods. Studies have shown that this new technology has a positive effect on education and students. This study aims to present a synthesis of the studies on mobile augmented reality in health education with a critical approach and to develop…
Descriptors: Student Attitudes, Use Studies, Electronic Learning, Handheld Devices
Luis Alberto Laurens-Arredondo – Education and Information Technologies, 2024
The use of technologies in the classroom has become one of the main allies for university teachers in pedagogical innovation, especially during, and after the pandemic. Therefore, the main objective of this article is to investigate how different types of innovative technologies are most effective in increasing motivation among university…
Descriptors: Educational Technology, Student Motivation, Technology Uses in Education, College Students
Kai-Yi Chin; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a VR-based mobile learning system to simulate the natural environment of a geopark for university students to learn geological knowledge. This learning method used a Google cardboard equipped with smartphones, where students can watch stereoscopic scenes and experience virtual environments as if visiting the geopark. In order…
Descriptors: Foreign Countries, Computer Simulation, Handheld Devices, Geology
Kai-Yi Chin; Huai-Ling Chang; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university…
Descriptors: Biofeedback, Human Body, Handheld Devices, Computer Simulation
Cheng, Ching-I. – Journal of Computer Assisted Learning, 2023
Background: Taiwan's higher education institutions prioritize interdisciplinary knowledge and cultural competence in cultural design, emphasizing the value of immersion in the local environment to develop cultural competence. However, challenges arise from the disappearance of traditional local lifestyles and limitations of traditional outdoor…
Descriptors: Foreign Countries, Learning Analytics, Handheld Devices, Computer Oriented Programs
Wang, Wei-Tsong; Lin, Ying-Lien; Lu, Hsin-En – Education and Information Technologies, 2023
Students are commonly in a high cognitive load state when they encounter sophisticated knowledge. Whether the novel augmented reality (AR) technology can be utilized in an online learning course to explain complicated scientific concepts in a more understandable manner to students during the COVID-19 period is an unaddressed issue. This study aims…
Descriptors: Computer Simulation, Online Courses, COVID-19, Pandemics
Yildiz, Ezgi Pelin – Higher Education Studies, 2022
Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Liu, Yiming; Sun, Jerry Chih-Yuan; Chen, Ssu-Kuang – Interactive Learning Environments, 2023
This study integrated augmented reality (AR) and three-dimensional (3D) maps into mobile learning for library use instruction. To maximize the benefits of mobile library applications (MLAs), their technology acceptance was examined. Because of the e-learning context, the General Extended Technology Acceptance Model for E-Learning (GETAMEL)…
Descriptors: Computer Simulation, Maps, Telecommunications, Handheld Devices
Rodríguez, C. A.; Valderrama, Steven; Vargas, David; Eliseo, Maria Amelia; Fracchia, Claudia Carina; Roa, Katherine – Journal of Educators Online, 2023
The different commercial and open-source LMSs do not support pre-built activities for students in Augmented Reality (AR). To solve this challenge, this work combines AR technology and the Moodle platform to enhance the capabilities to motivate students during the learning process. For this, we developed and configured an AR app to receive and…
Descriptors: Case Studies, Learning Management Systems, Computer Simulation, Student Motivation
Domi´nguez Alfaro, Jessica Lizeth; Gantois, Stefanie; Blattgerste, Jonas; De Croon, Robin; Verbert, Katrien; Pfeiffer, Thies; Van Puyvelde, Peter – Journal of Chemical Education, 2022
Traditionally, laboratory practice aims to establish schemas learned by students in theoretical courses through concrete experiences. However, access to laboratories might not always be available to students. Therefore, it is advantageous to diversify the tools that students could use to train practical skills. This technology report describes the…
Descriptors: Science Instruction, Science Laboratories, Telecommunications, Computer Simulation
Laurens-Arredondo, Luis – Education and Information Technologies, 2022
The rushed introduction of online education for universities because of the current covid-19 health crisis, has started to affect the quality of education for millions of students around the world. This pandemic has emphasized the need to improve the teaching process through the use of innovating educational tools, such as mobile augmented reality…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Peixoto, Maria Joelma; Duarte, Paulo A. S.; Araújo, Pedro T.; Pinto, Pedro I. C.; Sarmento, Wellington W. F.; Trinta, Fernando A. M.; Viana, Windson – Informatics in Education, 2020
Mark Weiser coined the term Ubiquitous Computing (UbiComp) describing a future in which everyday life-objects would have embedded computers providing services anytime and anywhere. This paradigm is theme recurrent in many graduate courses of Computer Science around the world. To better understand the challenge of teaching Ubiquitous Computing…
Descriptors: Computer Science Education, Teaching Methods, Handheld Devices, Measurement Equipment
Uhomoibhi, James; Onime, Clement; Wang, Hui – International Journal of Information and Learning Technology, 2020
Purpose: The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and presents the cost effective application of augmented reality (AR) as a mixed reality technology via or to mobile devices such as head-mounted devices, smart phones…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Instructional Effectiveness
Dirin, Amir – Turkish Online Journal of Educational Technology - TOJET, 2020
Contemporary technological advancements, such as augmented reality and virtual reality, have extended smartphones' capabilities further than ever before. These devices are especially popular among students for performing their educational activities. However, students are skeptical or hesitant to try new technologies for various physical and…
Descriptors: Student Attitudes, Schemata (Cognition), Computer Simulation, Telecommunications
Elfeky, Abdellah Ibrahim Mohammed; Elbyaly, Marwa Yasien Helmy – Interactive Learning Environments, 2021
Little studies have been conducted on the question of the use of augmented reality technology in the education field. The effects of augmented reality technology on the educational environment of tertiary students need to be further explored. Therefore, the present study aimed to investigate the effectiveness of augmented reality technology in…
Descriptors: Skill Development, Clothing, Design, Aesthetics