E-learning system using Augmented Reality

Author(s):  
Siddhant Patil ◽  
Chiquitha Prabhu ◽  
Omkar Neogi ◽  
Abhijit R. Joshi ◽  
Neha Katre
Author(s):  
Çelebi Uluyol ◽  
Sami Şahin

Augmented Reality (AR) is an emerging technology that bridges the gap between the computer-generated digital information and the reality in real time. Despite the use of AR in numerous disciplines such as architecture, e-learning system, entertainment, medicine, engineering, and e-commerce, it has also potential implications in education. Therefore, in this study, augmented reality use in education is considered in all aspects. After the advantages and disadvantages of AR use in education is explained detailed, the phases of augmented reality book development are discussed. As a result, researchers should work on experimental studies to investigate how AR applications can be applied in educational settings in the future.


2011 ◽  
Vol 403-408 ◽  
pp. 1244-1248
Author(s):  
Rong Chi Chang

This present study combines augmented reality and interactive multimedia for the construction of a learning system that offers educational knowledge on butterfly metamorphosis, as we call it ARButterfly. The main purpose of designing this learning platform is to apply AR technology to produce innovative interactive learning models that are both fun and educational, creating an enriched learning experience through multimedia. With this platform, learners control the AR markers and are presented with life-like 3D objects to learn about the life cycle of butterflies. In addition, learners are given the opportunity to further observe the ecological interactions between butterflies and flowers or plants in this virtual setting. Our findings show the platform is capable of boosting students’ learning interests and improving their learning effectiveness.


Author(s):  
Chetankumar G. Shetty

This paper describes how ExperInn e-learning system can be applied to distance learning. The author describes how to use ExperInn e-learning system without any client side/learner side software. The learner does not need to download packages from the ExperInn e-learning service provider’s website. The goal of the proposed distance learning system is to increase Learners Level of Perception (LLP) by providing them with realistic audio-visual content. The proposed distance learning using ExperInn e-learning system consists of uploading scanned images of the textbook in ExperInn e-learning service provider’s website, database creation by experts, putting the images and augmented reality content on the database, and indicating when a particular text book is ready. For interactive learning, the proposed ExperInn e-learning system exploits the color-band markers, which are stuck to the tip of a finger. Here the ExperInn e-learning software will be installed on the cloud so that the learning need not download and install ExperInn e-learning software in his personal computer.


2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Shu-Hung Yang ◽  
Yu-Ying Wang ◽  
Ah-Fur Lai ◽  
Yi-Nan Lin ◽  
Gwo-Jen Chiou ◽  
...  

Currently, the school children usually spend a lot of time on the games in their recreational activities and some of them are even addicted to the games. Compared with other extracurricular activities, the e-Learning system reflects the fact that school children are very interested in the games. As a result, educators have lately craved to develop effective teaching activities that allow the school children to learn some subjects and to play the games simultaneously.  Therefore, this study is based on an e-Learning system which combines the serious game by Unity3D Game Engine with augmented reality (AR). Students are able to acquire their knowledge and to foster logical skills via this game-based e-Learning system.  According to its efficacy and utilities, this study has assessed and compared the game-based e-Learning system with the traditional learning and other e-Learning systems. The experimental results have indicated that the proposed game-based e-Learning system can outperform other existing systems.


Author(s):  
T. A. Chernetskaya ◽  
N. A. Lebedeva

The article presents the experience of mass organization of distance learning in organizations of secondary general and vocational education in March—May 2020 in connection with the difficult epidemiological situation in Russia. The possibilities of the 1C:Education system for organizing the educational process in a distance format, the peculiarities of organizing distance interaction in schools and colleges are considered, the results of using the system are summarized, examples of the successful use of the system in specific educational organizations are given. Based on the questionnaire survey of users, a number of capabilities of the 1C:Education system have been identified, which are essential for the full-fledged transfer of the educational process from full-time to distance learning. The nature and frequency of the use of electronic educational resources in various general education subjects in schools and colleges are analyzed, the importance of the presence in the distance learning system not only of a digital library of ready-made educational materials, but also of tools for creating author’s content is assessed. On the basis of an impersonal analysis of user actions in the system, a number of problems were identified that teachers and students faced in the process of an emergency transition to distance learning.


Sign in / Sign up

Export Citation Format

Share Document