Augmented Reality (AR) in the classroom is becoming a new trend, which incorporates technology in the teaching of topics in a particular course. An instance of the technology used in the classroom is an AR board game which is designed to aid in learning through games. This study is a continuation of a preliminary work, which will concentrate in the designing, developing, and testing phases of REV-OPOLY, a board game with AR intervention in the area of the emerging technology revolution. This study employs a quantitative method of quasi-experimental design using pre-test and post-test, and test assessment. It was conducted within one semester on 100 undergraduate students who enrolled in the Computer Application in Management subject in Universiti Utara Malaysia. Findings show significant improvements in students' scores in all tests preceding the use of REV-OPOLY.
Attendance marking in a classroom is one of the methods used to track the student’s presence in the lecture. The conventional method that is being enforced has shown to be vulnerable, inaccurate and time-consuming especially in a large classroom. It is difficult to identify absentees and proxy attendees based on the conventional attendance marking method. In order to overcome the challenges faced in the conventional method, a web-based mobile attendance system with facial recognition feature is proposed. It incorporated the existing mobile devices with a camera and the face recognition system to allow the attendance system to be used in classrooms automatically and efficiently with minor implementation requirements. The system prototype received positive responses from the volunteers who tested the system to replace the conventional attendance marking.
In this era of information technology, the introduction of new and greatly improved technologies is becoming vital especially with the progressive development of computing power to fulfill current technological needs. Augmented Reality (AR) is a part of the emerging technologies that are gaining great attention and interest with new and better innovations being developed. AR is an immersive technology where it complements real-world objects together with computer-generated objects to give more details and meaning to the objects in the real world. AR has been successfully growing nowadays in many industries, mainly in gaming and entertainment, education and navigation. However, AR has not been standardized and to be widely used in navigation systems even though there are many applications developed for this purpose. This paper proposed a web-based AR-UUM Campus Navigation System using ARToolKit, that is accessible via mobile devices that uses AR to overlay the information as images of the searched location on campus, especially for indoor navigations for lecture halls, tutorial rooms, laboratories, and offices which rarely are covered by the normal maps. Based on the respondents' evaluation, they managed to successfully interact with the AR-UUM Campus Navigation System, however, some improvements are required in terms of the functions expected from the system. Nevertheless, the use of AR in a navigation system shows promising results and has the potential to be widely used due to high interest in augmented reality.
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