Skip to main content

The Effective of Learning by Augmented Reality on Android Platform

  • Conference paper
  • First Online:

Abstract

In this paper, we present the effective of Learning system based on Android operating system in Physics. The objective of this system is to advice student to learn Physics more convenient through mobile platform. The design approaches and functional components of this system were described and this application was developed on Knowledge. A quasi-experimental design of the pretest, posttest for non-randomized control group design was employed for this project. And, it was divided the result by the research purposes into 2 parts: developing the Mobile application for students and testing and evaluating the system. Black box technique was used to evaluate application performances and Questionnaires were applied to measure user satisfaction with system usability by experts and students.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Assay, J.: The future of technology in K-12 arts education. In: Forum on Technology in Education: Envisioning the Future Proceedings, Washington, D.C, p. 15, 1–2 December 1999

    Google Scholar 

  2. The Mobile Learning Network, Information. http://www.molenet.org.uk/

  3. Azuma, R.T.: A survey of augmented reality. Presence: Teleoperators Virtual Environ. 6(4), 355–385 (1999). (August 1997). Cambridge, MA. The MIT Press 3

    Article  Google Scholar 

  4. Zhou, F., Duh, H.B.L., Billinghurst, M.: Trends in augmented reality tracking, interaction and display: a review of ten years of ISMAR. In: IEEE International Symposium on Mixed and Augmented Reality, Cambridge, UK, 15–18 September 2008

    Google Scholar 

  5. Johnson, L., Levine, A., Smith, R., Stone, S.: Simple augmented reality. In: The 2010 Horizon Report, Austin, TX, pp. 21–24. The New Media Consortium (2010)

    Google Scholar 

  6. Lee, K.: Augmented reality in education and training. TECH TRENDS 56(2), 13–21 (2012)

    Article  Google Scholar 

  7. Hwang, G.-J., Wu, P.-H., Ke, H.-R.: An interactive concept map approach to supporting mobile learning activities for natural science courses. Comput. Educ. J. 57, 2272–2280 (2011)

    Article  Google Scholar 

  8. Laouris, Y., Laouri, R.: Can information and mobile technologies serve to close the gap and accelerate development? In: Proceeding of MLearning 2006, Alberta, Canada, 22–26 October (2006)

    Google Scholar 

  9. Pérez-López, D., Contero, M.: Delivering educational multimedia contents through an augmented reality application: a case study on its impact on knowledge acquisition and retention tojet. Turk. Online J. Educ. Technol. 12(4), 19–28 (2013)

    Google Scholar 

  10. Akçayır, M., Akçayır, G., Pektaş, H.M., Ocak, M.A.: Augmented reality in science laboratories. Comput. Hum. Behav. 57(C), 334–342 (2016)

    Article  Google Scholar 

  11. Adamo-Villani, N., Wright, K.: Smile: an immersive learning game for deaf and hearing children. In: ACM Proceedings of SIGGRAPH 2007 Educators Program. ACM Publications, San Diego (2007)

    Google Scholar 

  12. Kaufmann, H., Meyer, B.: Simulating educational physical experiments in augmented reality. In: ACM SIGGRAPH ASIA 2008 Educators Programme, SIGGRAPH ASIA 2008, New York, NY, USA, pp. 1–8. ACM (2008)

    Google Scholar 

  13. Sevillano-Garcia, M.L., Vazquez-Cano, E.: The impact of digital mobile devices in higher education. Educ. Technol. Soc. 18(1), 106–118 (2015)

    Google Scholar 

  14. Sharples, M.: The design of personal mobile technologies for lifelong learning. Comput. Educ. 34(3), 177–193 (2000)

    Article  Google Scholar 

  15. Rattanachai, R., Luebangyai, S., Kularbphettong, K.: Developing a lifestyle of thai buddhist knowledge mobile application. In Proceeding of 6th World Conference on Educational Sciences (2014)

    Google Scholar 

  16. Javatechig. “Rapid Application Development Model”, Information. http://javatechig.com/se-concepts/rapid-application-development-model

  17. Kularbphettong, K., Putglan, R., Tachpetpaiboon, N., Tongsiri, C., Roonrakwit, P.: Developing of mLearning for discrete mathematics based on android platform. In: 7th World Conference on Educational Sciences, (WCES-2015), pp. 793–796 (2015)

    Google Scholar 

Download references

Acknowledgments

The authors gratefully acknowledge the financial subsidy provided by Suan Sunandha Rajabhat University.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Kunyanuth Kularbphettong .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Kularbphettong, K., Limphoemsuk, N. (2017). The Effective of Learning by Augmented Reality on Android Platform. In: Vincenti, G., Bucciero, A., Helfert, M., Glowatz, M. (eds) E-Learning, E-Education, and Online Training. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 180. Springer, Cham. https://doi.org/10.1007/978-3-319-49625-2_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-49625-2_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-49624-5

  • Online ISBN: 978-3-319-49625-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics