Preliminary Evaluation on User Acceptance of the Augmented Reality Use for Education

Author(s):  
Desi Dwistratanti Sumadio ◽  
Dayang Rohaya Awang Rambli
2021 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Novia Sulistyowati ◽  
Rahmat Robi Waliyansyah ◽  
Febrian Murti Dewanto

A traditional house is a house that has a unique building characteristic in an area that describes the culture of the area itself. Traditional houses are also unique in terms of form, function and meaning of the building. As Indonesians, we must introduce one of the existing cultures so that it is not forgotten by the community, especially school children. Judging from the development of technology, we must make new things in introducing traditional houses. From the results of research conducted at SD IT BINA INSANI, the teachers there still use conventional media in the form of textbooks and thematic books for the learning process. Therefore, the authors created an application to introduce western Indonesian traditional houses using Augmented Reality called RA-IBB as an introduction medium. This application is based on Android so that teachers can easily explain material about traditional houses and can show traditional houses in 3D without having to come directly to the province. And for students to be able to study traditional houses wherever and whenever. The making of this application uses the waterfall method for the development stage. The RA-IBB application contains materials about western Indonesian traditional houses and their 3d objects and quiz questions that use random shuffle algorithm questions. The random shuffle algorithm is a randomized question from an array or record. Based on the User Acceptance Test (UAT) for teachers, the results obtained from several aspects, namely the design aspect yields a percentage of 91%, the application information aspect produces a percentage of 91.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


2018 ◽  
Vol 2 (3-2) ◽  
pp. 188
Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


2021 ◽  
Vol 6 ◽  
Author(s):  
Moritz Quandt ◽  
Michael Freitag

In the industrial work context, Augmented Reality (AR) can support work processes and employees’ cognitive relief through the location-specific and context-related superimposition of real objects with virtual information. The AR-based support of industrial work processes ranges over product development, manufacturing, assembly, maintenance, and training. In all these areas, numerous location-based AR support functions are being prototypically implemented, aiming to improve work efficiency, communication in mobile work situations, or employee qualification in the work process. In contrast to the increasing number of developed AR solutions in recent years, there is no widespread use of these solutions in industrial practice. AR systems’ successful introduction is closely related to user acceptance, which has not been comprehensively considered over the system development process. In addition to improving AR hardware ergonomic features, usability or user interface design play an essential role in user acceptance. Particularly in the context of employee qualification, increasing employee engagement can be named as a success factor. Previous user studies of industrial AR systems only include individual user acceptance aspects. The use of game elements has not been widely addressed in connection with manual tasks in production environments, including AR-based assistance systems. This paper aims to examine user acceptance of industrial AR systems and the relevant factors for investigating user acceptance, e.g., ease of use or enjoyment, based on a systematic literature review. An analysis of existing review articles on industrial AR systems elaborates the current state of the art and identifies the research gap. This review of 109 scientific articles from 2011 to 2020 provides an overview of the current state of research on the inclusion of user acceptance in industrial AR systems. The identified papers from the scientific databases, Scopus, Web of Science, IEEE Xplore Digital Library, ACM Digital Library, and Science Direct, are evaluated for their relevance and selected for further analysis based on inclusion and exclusion criteria, e.g., year of publication. This review presents the current challenges regarding user acceptance of industrial AR systems and future possibilities for the comprehensive integration of user acceptance factors into the development, evaluation, and implementation process.


Many young children with ASD have difficulty learning the language spoken. Some kids can use just single words while others can create sounds. Someone else couldn't talk at all. Communication is a vital skill in life that contributes to improved interactions and quality of life. Researchers think it's difficult for all young children who have communication impairments to generate and maintain a mental representation in conjunction with the instant fact, that building capabilities are critical. A child with ASD can be taught to interact in numerous distinct ways. For example, a child can study to use the sign language, exchange objects or images and use a voice output electronic device. All these methods of communication are efficient and useful, but we would also like to teach the child to interact with the language spoken. The questionnaire has been distributed to the target user who is a special education teachers from PEMATA for user acceptance testing. Each respondent runs individual tests after the developer provides a brief explanation of the application. They need to scan and test the augmented reality applications on recipe book.


2019 ◽  
Vol 27 (1) ◽  
pp. 46-62 ◽  
Author(s):  
Philipp Wintersberger ◽  
Anna-Katharina Frison ◽  
Andreas Riener ◽  
Tamara von Sawitzky

Lack of trust in or acceptance of technology are some of the fundamental problems that might prevent the dissemination of automated driving. Technological advances, such as augmented reality aids like full-sized windshield displays or AR contact lenses, could be of help to provide a better system understanding to the user. In this work, we picked up on the question of whether augmented reality assistance has the potential to increase user acceptance and trust by communicating system decisions (i.e., transparent system behavior). To prove our hypothesis, we conducted two driving simulator studies to investigate the benefit of scenario augmentation in fully automated driving—first in normal ([Formula: see text]) and then in rearward viewing ([Formula: see text]) direction. Quantitative results indicate that the augmentation of traffic objects/participants otherwise invisible (e.g., due to dense fog), or the presentation of upcoming driving maneuvers while sitting backwards, is a feasible approach to increase user acceptance and trust. Results are further backed by qualitative findings from semistructured interviews and UX curves (a method to retrospectively report experience over time). We conclude that the application of augmented reality, in particular with the emergence of more powerful, lightweight, or integrated devices, is a good opportunity with high potential for automated driving.


2021 ◽  
Vol 8 (1) ◽  
pp. 7
Author(s):  
Yogiek Indra Kurniawan ◽  
Agung Fajar Surya Kusuma

<p class="Abstrak">Penggunaan media manual berbasis buku dan papan tulis memberikan beberapa permasalahan pada proses pembelajaran di sekolah. Berdasarkan <em>survey</em> yang telah dilakukan, Di Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar yang menggunakan media manual untuk pembelajaran salat memiliki masalah mengenai tingkat minat dan tingkat pemahaman siswa yang kurang tinggi. Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran mengenai materi salat yang dapat membantu pihak sekolah agar mempunyai metode yang baru dan menarik dalam kegiatan pembelajaran di dalam kelas, terutama untuk materi Salat. Teknologi utama yang digunakan dalam aplikasi ini adalah <em>Augmented Reality</em> (<em>AR)</em>. Dalam kasus ini, <em>Augmented Reality</em> (<em>AR</em>) digunakan untuk memvisualisasikan materi Salat dalam bentuk 3D yang diproyeksikan pada tablet atau <em>smartphone</em>. Objek 3D juga diberi animasi agar terkesan realistis dan interaktif. Aplikasi ini membantu memvisualisasikan gerakan salat dalam bentuk 3D animasi. Aplikasi terdiri dari 2 menu, yaitu menu “<em>Play AR</em><em>”</em> dan “<em>Quiz</em><em>”</em>. Hasil uji <em>blackbox </em>menunjukkan hasil <em>valid</em> yang berarti aplikasi sudah sesuai dengan yang diharapkan. Aplikasi dapat berjalan baik pada <em>smartphone</em> dengan sistem operasi minimal <em>Kitkat</em>. Rata-rata hasil uji validasi ahli sebesar 86% yang berada pada kategori “Sangat Baik”. Hasil dari <em>User Acceptance Test</em> menunjukkan nilai rata-rata sebesar 89.88% dengan kategori “Sangat Baik”. Penggunaan aplikasi AR pembelajaran salat dapat meningkatkan minat belajar siswa serta tingkat pemahaman siswa terhadap materi Salat yang ditunjukkan dengan peningkatan nilai sebelum dan sesudah menggunakan aplikasi.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The use of manuals media, such as books and whiteboard, provides several problems in the learning process in schools. Based on the survey that has been done At the Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar, which uses manuals media for salat learning, there are problems with the level of interest and the level of student understanding that is not quite high. This research aims to develop a learning media about salat that is to help schools to have new and interesting methods in learning activities in the classroom, especially for Salat subject. The main technology used in this application is Augmented Reality (AR). In this case, Augmented Reality (AR) are used for visualizing the Salat material in 3D object that will be projected on smartphone. 3D object are animated to make it more realistic and interactive. Eventually, this application illustrate the motion of salat in 3D animation object. The application consists of 2 menus, namely “Play AR” and “Quiz” menus. Blackbox test results show valid results, which means the application is as expected. The application can run well on smartphones with a minimum Kitkat operating system. The average expert validation test results are 86% in the “Very Good” category. The results of the User Acceptance Test show an average value of 89.88% with the “Very Good” category. The use of the Salat Learning AR application can improve student learning interest and the level of student understanding of the Salat subject which is indicated by an increase in the value before and after using the application.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p><p class="Abstrak" align="center"> </p><p> </p>


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