A paradigm shift: Technology integration for higher education in the new millennium
Educational Technology Review
International Journal of Human-Computer Studies
The MagicBookMoving Seamlessly between Reality and Virtuality
IEEE Computer Graphics and Applications
Construct3D: an augmented reality application for mathematics and geometry education
Proceedings of the tenth ACM international conference on Multimedia
International Journal of Human-Computer Studies
ISWC '01 Proceedings of the 5th IEEE International Symposium on Wearable Computers
Developing a digital learning environment: an evaluation of design and implementation processes
Proceedings of the 4th ACM/IEEE-CS joint conference on Digital libraries
"living-room": interactive, space-oriented augmented reality
Proceedings of the 12th annual ACM international conference on Multimedia
pOwerball: the design of a novel mixed-reality game for children with mixed abilities
Proceedings of the 2005 conference on Interaction design and children
Computers in Human Behavior
Towards an understanding of the behavioral intention to use 3G mobile value-added services
Computers in Human Behavior
Mixed Reality In Architecture, Design, And Construction
Mixed Reality In Architecture, Design, And Construction
Virtual reality and mixed reality for virtual learning environments
Computers and Graphics
Journal of Systems and Software
Effect of interactivity on learner perceptions in Web-based instruction
Computers in Human Behavior
Hi-index | 0.00 |
In this study, we describe the implementation and evaluation of an experiment with Augmented Reality (AR) technology in the visualization of 3D models and the presentation of architectural projects by students of architecture and building engineering. The proposal is based on the premise that the technology used in AR, such as mobile devices, is familiar to the student. When used in a collaborative manner, the technology is able to achieve a greater level of direct engagement with the proposed content, thereby improving academic outcomes. The objective was to assess the feasibility of using AR on mobile devices in educational environments and to investigate the relationship between the usability of the tool, student participation, and the improvement in academic performance after using AR. The validation was performed through a case study in which students were able to experience a virtual construction process overlapped onto real environments. Results were obtained by students' pre-tests and post-tests. In line with our assumptions, the use of mobile devices in the classroom is highly correlated with motivation, and there is a significant correlation with academic achievement. However, the difficulty of using and generating content is a complex factor that suggests difficulty when implementing more complicated models.