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AR (Augmented Reality) Classroom Companion for Enhanced Learning

By harish hv on 18th January 2024

Problem statement

Traditional education methods often struggle to engage students fully, leading
to decreased retention and understanding of complex concepts. The lack of interactive
and immersive content makes it challenging for educators to cater to diverse learning
styles.

Abstract

The Augmented Reality Classroom Companion is an innovative application
designed to revolutionize the education system by integrating augmented reality
technology into traditional classrooms. This AR application aims to provide an immersive
and interactive learning experience, addressing the challenges faced by both students
and educators.

Outcome

The AR Classroom Companion offers a dynamic and engaging platform for students to
explore educational content in a three-dimensional space. Leveraging AR technology,
the application overlays virtual elements onto the real-world classroom environment,
enhancing traditional learning methods.

Interactive Lessons:

  • Textbooks come to life with 3D models, animations, and simulations.
  • Students can interact with virtual elements, gaining a deeper understanding of complex subjects like biology, physics, and geography.

Real-time Collaboration:

  • Foster collaboration among students by allowing them to share and interact with virtual content in real-time.
  • Teachers can guide students individually or in groups, promoting a more interactive and collaborative learning environment.

Virtual Field Trips:

  • Take students on virtual field trips to historical landmarks, outer space, or any location relevant to the curriculum.
  • This feature provides a cost-effective alternative to tr
  • aditional field trips, ensuring access to diverse learning experiences for all students.

Adaptive Assessments:

  • Assessments become more engaging with AR-enhanced quizzes and tests.
  • Teachers can customize assessments to cater to individual learning styles, providing real-time feedback to improve understanding.

Personalized Learning Paths:

  • Tailor learning paths based on individual student progress and preferences.
  • The application analyzes each student’s interactions, adapting the content to their learning style and pace.

Teacher Resources:

  • Provide educators with a library of AR-enhanced teaching resources.
  • Teachers can create their own AR content or utilize a vast repository of pre-built materials to enhance their lessons.

In conclusion, the Augmented Reality Classroom Companion offers a transformative educational experience, making learning more engaging, personalized, and effective. By embracing AR technology, this application aims to bridge the gap between traditional and modern educational approaches, ensuring that students are better prepared for the challenges of the 21st century.

Reference

The study of augmented reality, also known as AR, is currently a high priority for multiple prestigious international universities and research institutions. This research paper explores the usage of augmented reality in the world of education. It has often been found that when presented visually, information is better understood by students in the classroom. AR is such a technology that can be used to provide interactive learning visual experience giving learners a sense of deeper immersion and significantly raising the learner’s appeal and interest. Augmented reality (AR) gaming can be utilized as an instructional tool, in addition to visual learning through animations and 3D models as it has been found a useful technique for improving understanding of new information. The purpose of this research is also to illustrate an educational application that uses AR and gaming to enhance conceptual understanding and adopts a different pedagogy from traditional methods. Blender and Unity3D were used to create the application that is discussed in the paper.

1. N. F. Saidin, N. Halim and N. Yahaya, “A review of research on augmented reality in education: Advantages and applications”, International education studies, vol. 8, no. 13, pp. 1-8, 2015.

2. H. Chen, K. Feng, C. Mo, S. Cheng, Z. Guo and Y. Huang, “Application of augmented reality in engineering graphics education”, 2011 IEEE international symposium on IT in medicine and education, vol. 2, pp. 362-365, 2011.

3. M. Kesim and Y. Ozarslan, “Augmented reality in education: current technologies and the potential for education”, Procedia-social and behavioral sciences, vol. 47, pp. 297-302, 2012.

4. J. Jin, T. Liu, Y. Wang and C. Wang, “Isea: An interesting application of chemistry education based on ar”, 2019 International Conference on Virtual Reality and Visualization (ICVRV), pp. 283-285, 2019.

5. J. Zhou, Z. Xu, H. Yan, B. Gao, O. Yang and Z. Zhao, “Ar creator: A mobile application of logic education based on ar”, 2020 International Conference on Virtual Reality and Visualization (ICVRV), pp. 379-380, 2020.

https://ieeexplore.ieee.org/document/10101270/references#references