Fallstudie, 2016
65 Seiten, Note: Merit
1. Introduction
1.1 Research questions and study objectives.
1.2 Overview
2. Research background
2.1 Concept and definitions
2.2 AR equipment prerequisites
2.2.1 Visualization shows gadgets
2.3 Field and industry implementations of ARI
2.3.1 Medical field
2.3.2 Military field
2.3.3 Retail and marketing industry
2.3.4 Tourism sector
2.4 AR implementations from learning perspective.
2.4.1 The need for more research in the educational field
2.4.2 Hypothesis and research implications
3. Design procedure and considerations
3.1 The concept
3.2 Application requirements
3.3 Software design considerations
3.3.1 3D modelling platform
3.3.2 Application development platform
3.3.3 Issues detected with Processing
3.4 Choice of hardware and justification
4. Developing the ARBrain application
4.1 Constructing the 3D brain model
4.1.1 Incorporating textual data
4.2 Developing the application centre
4.2.1 Development environment setup process
4.2.2 The venture creation
4.2.3 Introducing prefabs and GameObjects to the scene
5. Methodology
5.1 Research Design
5.2 Instruments design
5.2.1 Multi-choice questionnaire
5.2.2 Technology acknowledgment poll
5.3 Study members
5.4 Ethical considerations
5.5 AR and conventional guideline treatments
5.6 Procedure
6. Analysis
6.1 Post-test analysis results
6.2 Technology acceptance analysis and results
6.2.1 Constructive reliability
6.2.2 Delight Users (DU) imputes results
6.2.3 Users ease of usage (UEOU) imputes results
6.2.4 System usability (SU) imputes results
6.2.5 Aesthesis users (AU) imputes results
7. Discussion
7.1 Study limitations
8. Conclusion and future work
The research examines the impact of Augmented Reality (AR) instructional treatments on tertiary-level student learning in Mauritius. By comparing an AR-based application (ARBrain) against traditional educational methods, the study assesses learning gains, student engagement, and the motivational influence of the technology to determine its feasibility as a formal pedagogical tool in higher education.
3.1 The concept
The mind is regularly referred to by neuroscientists as the most amazingly complex organ of the human framework (Cassan, 2006; Vera-Portocarrero, 2007). That being said, the thought to make an AR application taking into account its life systems, was gotten from the way that such an organ requires an exact spatial representation of its structure. The standard way to deal with study in most instructive settings depend enormously on 2D representational materials. This can have credited to the way that it remains as the most straightforward open coaching help. Hence, the fruitful handing-off of anatomical subtle elements through this technique is intensely subject to the capacity of understudies to change inside their brains, the 2D data they get to 3D keen understandings. As indicated by (Luursema et al., 2006), this required subjective change is typically a significant undertaking for understudies to ace.
The ARBrain is a portable enlarged reality application created with the point of helping clients in finding out about the human mind and its related parts. (Gilbert, Blessing and Blankenship, 2009) expressed that learning results are improved in situations where understudies are given the freedom to openly control and investigate ideas voluntarily. This gives space for a more inside and out perception of spatial data, and consequently, a superior comprehension of the related thought being displayed.
Chapter 1: Introduction: Outlines the research rationale, objectives, and questions regarding the use of Augmented Reality as a tool for tertiary education.
Chapter 2: Research background: Provides a comprehensive literature review on the definitions of AR, its industrial implementations, and existing educational research.
Chapter 3: Design procedure and considerations: Details the conceptual framework, requirements, and software selection process for the AR application.
Chapter 4: Developing the ARBrain application: Describes the technical stages of creating the 3D model, implementing markers, and configuring the Unity development environment.
Chapter 5: Methodology: Explains the experimental research design, participant selection, and the use of the Technology Acceptance Model (TAM) for data collection.
Chapter 6: Analysis: Presents the statistical findings from post-tests and the technology acceptance questionnaire, showing the comparative impact of AR.
Chapter 7: Discussion: Evaluates the results in the context of the research questions and identifies the limitations of the study.
Chapter 8: Conclusion and future work: Summarizes the study’s findings and provides recommendations for expanding future research in different educational subjects.
Augmented Reality, ARBrain, Tertiary Education, Mauritius, Learning Gains, Technology Acceptance Model, Student Motivation, 3D Modelling, Interactive Learning, Educational Technology, Human Anatomy, Mobile AR, Pedagogy, Usability, Empirical Study
This research investigates the effectiveness of using Augmented Reality (AR) as an instructional tool for university-level students, specifically in teaching human brain anatomy.
The book covers the development of an AR application, a comparison between traditional and AR-based learning, and an analysis of how students perceive and accept this technology.
The primary goals are to assess whether AR enhances information retention, improves student engagement, and is accepted as a suitable mentoring instrument in tertiary institutions.
The study used an experimental research design, dividing participants into two groups: one utilizing the ARBrain application and one using traditional 2D materials, followed by quantitative analysis of post-test scores.
The main body details the technical development of the "ARBrain" software, the selection of platforms like Unity and Vuforia, and the subsequent statistical analysis of student performance and technology acceptance.
Key terms include Augmented Reality, Tertiary Education, Learning Gains, Technology Acceptance Model, Student Motivation, and 3D Modelling.
Unlike 2D textbooks, ARBrain allows students to interactively manipulate 3D anatomical models, fostering a deeper understanding of spatial relationships within the human brain.
The study found that students generally perceived the AR application as enjoyable, user-friendly, and highly beneficial for their learning process, which positively influenced their willingness to use such tools in the future.
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