TRIGGERING THE STUDENTS' POSITIVE ATTITUDE FOR THE STUDIES OF ENGINEERING GRAPHICS COURSES THROUGH THE AUGMENTED REALITY CONTENT

Authors

  • Zoja Veide Dep. Of Computer Aided Engineering Graphics, Riga Technical University (LV)
  • Veronika Strozheva Dep. Of Computer Aided Engineering Graphics, Riga Technical University (LV)

DOI:

https://doi.org/10.17770/etr2019vol2.4184

Keywords:

Augmented Reality, Engineering Education, Trigger

Abstract

Contemporary researches show that triggering interest can enhance students’ thinking skills, creativity, joy of learning and improved performance. The digital technologies can be beneficial for students’ learning engagement and motivation. The digital context helps students to keep positivity in education process that allows to activate attention, memory, and makes learning skills better. Augmented Reality is one of technologies that lets you interact with the real world and virtual objects at the same time. Augmented Reality application enables faster comprehension of complex spatial problems and relationships, which makes it useful during the learning process of engineering graphic courses. In this paper the application of AR technologies in RTU engineering courses is described. The results of this approach will be useful for vocational school teachers, college and university teachers in the successful integration of AR technologies in the teaching process.

Downloads

Download data is not yet available.

References

S. Brauer, P. Siklander., S. Ruhalahti, “Motivation in digital open badge-driven learning in vocational teacher education”, Ammattikasvatuksen aikakauskirja, vol. 19(3), pp.7–23. 2017.

L. P. Sun, P.Siklander, H. Ruokamo, “How to trigger students’ interest in digital learning environments: A systematic literature review”, Seminar.Net, vol. 14(1), pp. 62-84. Retrieved from https://journals.hioa.no/index.php/seminar/article/view/2597. 2018. [Accessed February 4, 2019].

S. Kirkley and J. Kirkley, “Creating next generation blended learning environments using mixed reality, video games and simulation”, TechTrends, vol. 49(3), pp. 42-89. 2005.

A. Arslan and A. T. Ünal, “Examination of cell phone usage habits and purposes of education faculty students”, International Journal of Human Sciences, vol. 10(1), pp. 182-201. 2013.

F. Wang and M. J. Hannafin, “Design-based research and technology-enhanced learning environments”, Educational Technology Research and Development, vol. 53(4), pp. 5-23. 2005.

I. Jurane, Engineering Education Improvement Opportunities using Computer Games. Society, Integration, Education, Book Series: Society Integration Education, Vol. I, pp. 100-109. 2013, International Scientific Conference on Society, Integration, and Education Location, May 24-25, 2013, Rezekne, Latvia.

T.J. Branoff, M. Dobelis, “The Relationship between Spatial Visualization Ability and Students' Ability to Model 3D Objects from Engineering Assembly Drawings”, Engineering Design Graphics Journal of the ASEE, vol. 76(3), pp. 37-43. 2012.

W.Chen, Historical Oslo on a handheld device – a mobile augmented reality Application. 18th International Conference on Knowledge-Based and Intelligent Information and Engineering Systems - KES2014. Procedia Computer Science, vol. 35, pp. 979 – 985. 2014.

M. da Silva, J. Teixeira, P. Cavalcante, V. Teichrieb, “Perspectives on how to evaluate augmented reality technology tools for education: a systematic review”. J Braz. Comput. Soc., vol. 25, no. 3. 2019. Available: Springer Open, https://doi.org/10.1186/s13173-019-0084-8. [Accessed February 4, 2019].

Y. H. Wang, “Exploring the effectiveness of integrating augmented reality-based materials to support writing activities”, Computers & Education, vol. 113, pp.162–176. 2017. Abstract available: https://doi.org/10.1016/j.compedu.2017.04.013. [Accessed February 4, 2019].

M. Dunleavy and C. Dede, “Augmented reality teaching and learning”, in Handbook of research on educational communications and technology J. M. Spector, M. D. Merrill, J. Elen. and M. J. Bishop, (forth edition), London: Springer. 2014, pp. 735-745.

M. Kesim, and Y. Ozarslan, “Augmented reality in education: current technologies and the potential for education”, Procedia-Social and Behavioral Sciences, vol. 47, pp. 297-302. 2012.

A. D. Serio, M. B. Ibanez, C. D. Kloos, “Impact of an augmented reality system on students motivation for a visual art course”, Computers and Education, vol. 32, pp. 586-596. 2013.

J. Martín-Gutiérrez, J.L. Saorín, M. Contero, M. Alcaniz, AR_Dehaes: An Educational Toolkit Based on Augmented Reality Technology for Learning Engineering Graphics. 10th IEEE International Conference on Advanced Learning Technologies. July 5-7, 2010, Sousse, Tunisia, 2010.

J. Martin-Gutiérrez, R.E. Navarro, M.A. Gonzalez, Mixed Reality for Development of Spatial Skills of First-Year Engineering Students”, The Proceedings of the 41st Frontiers in Education Conference, October 12-15, 2011, Rapid City, SD, USA, pp. T1A-1- T1A-6, 2011.

Downloads

Published

2019-06-20

How to Cite

[1]
Z. Veide and V. Strozheva, “TRIGGERING THE STUDENTS’ POSITIVE ATTITUDE FOR THE STUDIES OF ENGINEERING GRAPHICS COURSES THROUGH THE AUGMENTED REALITY CONTENT”, ETR, vol. 2, pp. 242–246, Jun. 2019, doi: 10.17770/etr2019vol2.4184.