doi: 10.18178/ijiet.2022.12.8.1676
Novel Edutainment Learning Concept via Augmented Reality Approach
Abstract
Augmented reality (AR) empowers virtual and interactive experience through smartphone devices. Nowadays, technologies have become more advanced, and AR is generally compatible with smartphones, thus being more accessible globally. Furthermore, many developers have started to create AR-based applications in fields such as edutainment, games, furniture, biomedicine, geology, and entertainment. AR-based edutainment applications allow students to observe experiments in a safe environment and improve understanding through manipulation and multi-angle observation of virtual three-dimensional (3D) objects. In addition, AR has become increasingly cost-friendly, accessible, and effective. This paper thus aimed to design and create a novel edutainment learning application based on AR targeted at children. This is because AR enhances the learning content so as to be more interactive and exciting as it is projected in a 3D realm. The powerful visual models enable users to have a better understanding to learn a specific theory through visualizations. This research used experimental analysis consisting of a pre-and post-test survey. The pre-test results demonstrated that some respondents were not aware of AR technology and were not supportive of it. In contrast, the post-test result has revealed that the respondents felt that the proposed application is easy to use, user friendly and the learning content is interactive.
Keywords
- 3D learning
- augmented reality
- edutainment
- experimental design
How to Cite
Wong Guo Hui, H.-F. Neo, and C.-C. Teo, "Novel Edutainment Learning Concept via Augmented Reality Approach," International Journal of Information and Education Technology, vol. 12, no. 8, pp. 719-724, 2022. https://doi.org/10.18178/ijiet.2022.12.8.1676
Copyright & License
Copyright © 2022 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).