OOP-AR: Learn Object Oriented Programming Using Augmented Reality
Abstrak
Object-Oriented Programming (OOP) is one of the challenging concept in computer science education especially for novice programmers. To help students understand this concept, this research try to blend OOP with Augmented Reality (AR). The reason because AR can give fun aspect to the learner, which can also help learner to focus longer without distraction. For this research purpose, the target audience is 20 university students with different ability in programming and augmented reality experience. The overall results of this research show that OOP-AR received positive feedback from users. It also proved that OOP-AR is a necessary product for students who need to improvise their knowledge in OOP and its concepts and gain interest in using AR application
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N. I. Enzai M. A. H. A. Ghani Syazilawati Mohamed + 2 lainnya
24 Januari 2021
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Rehan Raza Muhammad Owais Khan Muhammad Arif + 3 lainnya
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Noraffandy Yahaya M. Said Z. Abdullah + 1 lainnya
4 April 2022
In this article, researchers conducted a study that integrates Augmented Reality application with Computational Thinking into Geometry Topics. Three variables were measured, Computational Thinking, Visualisation Skills and Geometry Topic achievement. The study was implemented with 124 students in two different schools using quasi-experimental study design. The t-test analysis was performed to see the differences before and after the intervention between the control and treatment groups. Next, a MANCOVA was conducted to see the effectiveness of the intervention in more depth on Computational Thinking, Visualisation Skills and Geometry Topic achievement after controlling for existing knowledge factors. The results show that there is a positive effect of teaching methods using Augmented Reality applications with Computational Thinking for students in the improvement of Computational Thinking, Visualisation Skills and Geometry Topic achievement. Moreover, the results of the MANCOVA show that overall, teaching methods using Augmented Reality applications with Computational Thinking are factors in the improvement of Computational Thinking scores, Visualisation Skills and Geometry Topic achievement, which means the students’ existing knowledge did not affect the results of the three dependent variables. In conclusion, this study proposed that the Computational Thinking approach with Augmented Reality application can improve Computational Thinking, Visualisation Skills and Geometry Topic achievement among students.
Y. Koumpouros
9 Januari 2024
Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which they can be used effectively for educational purposes and reveal valuable insights. A Systematic Bibliographic Review was carried out on 73 articles. The structure of the paper followed the PRISMA review protocol. Eight questions were formulated and examined in order to gather information about the characteristics of the applications. From 2016 to 2020 the publications studying AR applications were doubled. The majority of them targeted university students, while a very limited number included special education. Physics class and foreign language learning were the ones most often chosen as the field to develop an app. Most of the applications (68.49%) were designed using marker detection technology for the Android operating system (45.21%) and were created with Unity (47.95%) and Vuforia (42.47%) tools. The majority of researches evaluated the effectiveness of the application in a subjective way, using custom-made not valid and reliable tools making the results not comparable. The limited number of participants and the short duration of pilot testing inhibit the generalization of their results. Technical problems and limitations of the equipment used are mentioned as the most frequent obstacles. Not all key-actors were involved in the design and development process of the applications. This suggests that further research is needed to fully understand the potential of AR applications in education and to develop effective evaluation methods. Key aspects for future research studies are proposed.
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