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Year 2021, Volume 16, Issue , 106 - 116, 31.12.2021
https://doi.org/10.55549/epstem.1068564

Abstract

References

  • Aguayo, C., Cochrane, T., & Narayan, V. (2017). Key themes in mobile learning: Prospects for learner-generated learning through AR and VR. Australasian Journal of Educational Technology, 33(6), 27-40
  • Aguayo, C., & Eames, C. (2017). Community partnerships in sustainability education research. In Realising innovative partnerships in educational research (pp. 235-244). Brill Sense.
  • Wikipedia (2018, August 20). Augmented Reality. https://en.wikipedia.org/wiki/Augmented_ reality
  • Chang, G., Morreale, P., & Medicherla, P. (2010, March). Applications of augmented reality systems in education. In Society for Information Technology & Teacher Education International Conference (pp. 1380-1385). Association for the Advancement of Computing in Education (AACE).
  • Cook, J., & Santos, P. (2016). Three phases of mobile learning state of the art and case of mobile help seeking tool for the health care sector. In Mobile learning design (pp. 315-333). Springer.
  • Cochrane, T., Narayan, V., & Antonczak, L. (2016). A framework for designing collaborative learning environments using mobile AR. Journal of Interactive Learning Research, 27(4), 293-316.
  • De Freitas, S., Rebolledo‐Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four‐dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69-85.
  • Huang, H. W., Wu, C. W., & Chen, N. S. (2012). The effectiveness of using procedural scaffoldings in a paper-plus-smartphone collaborative learning context. Computers & Education, 59(2), 250-259.
  • Holzinger, A., Nischelwitzer, A., & Meisenberger, M. (2005). Lifelong-learning support by m-learning: example scenarios. Elearn, 2005(11), 2-15.
  • Jamali, S. S., Shiratuddin, M. F., Wong, K. W., & Oskam, C. L. (2015). Utilising mobile-augmented reality for learning human anatomy. Procedia-Social and Behavioral Sciences, 197, 659-668.
  • Jin, S. A. A. (2011). Leveraging avatars in 3D virtual environments (Second Life) for interactive learning: The moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating role of enjoyment. Interactive Learning Environments, 19(5), 467-486.
  • Kirkley, S. E., & Kirkley, J. R. (2005). Creating next generation blended learning environments using mixed reality, video games and simulations. TechTrends, 49(3), 42-53.
  • Markwell, D. (2003). Improving teaching and learning at universities. B HERT News, 18, 1-40.
  • New Media Consortium (N. M. C.) (2012). The 2012 horizontal report. Educause. http://www.nmc.org/publications/ horizon-report-2012-higher-ed-edition
  • Nincarean, D., Alia, M. B., Halim, N. D. A., & Rahman, M. H. A. (2013). Mobile Augmented Reality: the potential for education. Procedia-Social and Behavioral Sciences, 103, 657-664.
  • Norman, H., Din, R., & Nordin, N. (2011). A preliminary study of an authentic ubiquitous learning environment for higher education. Learning, 3(4), 89-94.
  • Palmarini, R., Erkoyuncu, J. A., Roy, R., & Torabmostaedi, H. (2018). A systematic review of augmented reality applications in maintenance. Robotics and Computer-Integrated Manufacturing, 49, 215-228.
  • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93.
  • Sutherland, I. E. (1968, December 9-11). A head-mounted three dimensional display. Fall Joint Computer Conference, Part I (pp. 757-764).
  • Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49.
  • Zhang, Z. (2000). A flexible new technique for camera calibration. IEEE Transactions On Pattern Analysis and Machine İntelligence, 22(11), 1330-1334.

An Approach to Mobile Augmented Reality in Microcontroller Learning

Year 2021, Volume 16, Issue , 106 - 116, 31.12.2021
https://doi.org/10.55549/epstem.1068564

Abstract

Augmented Reality is a virtual display of information created using a computer on a real environment. Arduino is an open source microcontroller platform. It was aimed to increase the education and learning quality of the students by integrating mobile augmented reality technology into the materials of the microcontroller course. In this study, a mobile augmented reality application was developed in order to see the output of an electronic circuit created using Arduino in the microcontroller course and to get information about the circuit elements. Experimental studies were carried out with a group of 30 students to determine the productivity and quality of this study and a questionnaire about the study was applied to the students after the experiment. It was observed that the experimental applications in which the augmented reality technology was used were performed more efficiently than the experimental applications in the classical methods. In addition, augmented reality technology has introduced an independent learning strategy from the teacher. According to the results of the survey, the mobile augmented reality application was showed to have contributed significantly to the learning process without the need of any expert. In addition, the social presence and motivation of the students were examined with a number of tests and positive results were obtained.

References

  • Aguayo, C., Cochrane, T., & Narayan, V. (2017). Key themes in mobile learning: Prospects for learner-generated learning through AR and VR. Australasian Journal of Educational Technology, 33(6), 27-40
  • Aguayo, C., & Eames, C. (2017). Community partnerships in sustainability education research. In Realising innovative partnerships in educational research (pp. 235-244). Brill Sense.
  • Wikipedia (2018, August 20). Augmented Reality. https://en.wikipedia.org/wiki/Augmented_ reality
  • Chang, G., Morreale, P., & Medicherla, P. (2010, March). Applications of augmented reality systems in education. In Society for Information Technology & Teacher Education International Conference (pp. 1380-1385). Association for the Advancement of Computing in Education (AACE).
  • Cook, J., & Santos, P. (2016). Three phases of mobile learning state of the art and case of mobile help seeking tool for the health care sector. In Mobile learning design (pp. 315-333). Springer.
  • Cochrane, T., Narayan, V., & Antonczak, L. (2016). A framework for designing collaborative learning environments using mobile AR. Journal of Interactive Learning Research, 27(4), 293-316.
  • De Freitas, S., Rebolledo‐Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four‐dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69-85.
  • Huang, H. W., Wu, C. W., & Chen, N. S. (2012). The effectiveness of using procedural scaffoldings in a paper-plus-smartphone collaborative learning context. Computers & Education, 59(2), 250-259.
  • Holzinger, A., Nischelwitzer, A., & Meisenberger, M. (2005). Lifelong-learning support by m-learning: example scenarios. Elearn, 2005(11), 2-15.
  • Jamali, S. S., Shiratuddin, M. F., Wong, K. W., & Oskam, C. L. (2015). Utilising mobile-augmented reality for learning human anatomy. Procedia-Social and Behavioral Sciences, 197, 659-668.
  • Jin, S. A. A. (2011). Leveraging avatars in 3D virtual environments (Second Life) for interactive learning: The moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating role of enjoyment. Interactive Learning Environments, 19(5), 467-486.
  • Kirkley, S. E., & Kirkley, J. R. (2005). Creating next generation blended learning environments using mixed reality, video games and simulations. TechTrends, 49(3), 42-53.
  • Markwell, D. (2003). Improving teaching and learning at universities. B HERT News, 18, 1-40.
  • New Media Consortium (N. M. C.) (2012). The 2012 horizontal report. Educause. http://www.nmc.org/publications/ horizon-report-2012-higher-ed-edition
  • Nincarean, D., Alia, M. B., Halim, N. D. A., & Rahman, M. H. A. (2013). Mobile Augmented Reality: the potential for education. Procedia-Social and Behavioral Sciences, 103, 657-664.
  • Norman, H., Din, R., & Nordin, N. (2011). A preliminary study of an authentic ubiquitous learning environment for higher education. Learning, 3(4), 89-94.
  • Palmarini, R., Erkoyuncu, J. A., Roy, R., & Torabmostaedi, H. (2018). A systematic review of augmented reality applications in maintenance. Robotics and Computer-Integrated Manufacturing, 49, 215-228.
  • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93.
  • Sutherland, I. E. (1968, December 9-11). A head-mounted three dimensional display. Fall Joint Computer Conference, Part I (pp. 757-764).
  • Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49.
  • Zhang, Z. (2000). A flexible new technique for camera calibration. IEEE Transactions On Pattern Analysis and Machine İntelligence, 22(11), 1330-1334.

Details

Primary Language English
Subjects Engineering
Journal Section Articles
Authors

Yusuf UZUN This is me
NECMETTIN ERBAKAN UNIVERSITY
Türkiye


Resul BUTUNER This is me
Beypazarı Fatih Vocational and Technical Anatolian High School
Türkiye


Yasin ER This is me
Turkish State Meteorological Service
Türkiye

Publication Date December 31, 2021
Published in Issue Year 2021, Volume 16, Issue

Cite

APA Uzun, Y. , Butuner, R. & Er, Y. (2021). An Approach to Mobile Augmented Reality in Microcontroller Learning . The Eurasia Proceedings of Science Technology Engineering and Mathematics , 16 , 106-116 . DOI: 10.55549/epstem.1068564