Augmented reality is one of the most modern information visualization technologies. Number of scientific studies on different aspects of augmented reality technology development and application is analyzed in the research. Practical examples of augmented reality technologies for various industries are described. Very often augmented reality technologies are used for: social interaction (communication, entertainment and games); education; tourism; areas of purchase/sale and presentation. There are various scientific and mass events in Ukraine, as well as specialized training to promote augmented reality technologies. There are following results of the research: main benefits that educational institutions would receive from introduction of augmented reality technology are highlighted; it is determined that application of augmented reality technologies in education would contribute to these technologies development and therefore need increase for specialists in the augmented reality; growth of students' professional level due to application of augmented reality technologies is proved; adaptation features of augmented reality technologies in learning disciplines for students of different educational institutions are outlined; it is advisable to apply integrated approach in the process of preparing future professionals of new technological era; application of augmented reality technologies increases motivation to learn, increases level of information assimilation due to the variety and interactivity of its visual representation. Main difficulties of application of augmented reality technologies are financial, professional and methodical. Following factors are necessary for introduction of augmented reality technologies: state support for such projects and state procurement for development of augmented reality technologies; conduction of scientific research and experimental confirmation of effectiveness and pedagogical expediency of augmented reality technologies application for training of specialists of different specialties; systematic conduction of number of national and international events on dissemination and application of augmented reality technology. It is confirmed that application of augmented reality technologies is appropriate for training of future specialists of new technological era.
Peculiar features of digital environment include: integration of ICTs; use of local and global networks and resources; support and development of qualitatively new technologies of information processing; active use of modern means, methods and forms of teaching in the educational process. The organization of activities in terms of digital learning environment provides appropriate changes in the interaction between subjects of the educational process. Today, means and technologies of the information and communication networks (ICNs), in particular the Internet, which custom and operational-procedural properties were changed at the initial stage from closed local to open ones at present, become widespread. The development of ICNs (from closed local to open ones) changes the typology of learning environments. The following models of learning environments, which widely use ICT and ICN tools (with basic features that characterize them) are distinguished: using the local communication network for presentation of educational information; using the local communication network and open network resources; using open network resources; for independent use of open network resources directly in the classroom by a student; for use of open network resources by a student in the process of independent learning activity; for use by a student educational resources, specially created by a teacher, as well as resources of an open networks in his independent learning activity.
The article considers the features of the learning transformation in the transition from the usual material-object environment to learning in the digital synthetic environment. Attention is drawn to the fact that nowadays’ students prefer online and blended learning, in which human interaction with technical learning tools not only creates new opportunities, but also requires coordination of their interaction. A brief description of the main features of learning using new technological capabilities is given, highlighting such aspects as virtual and augmented reality, as well as the use of game-oriented technologies with an emphasis on reflexive games. An analysis was made of changes in the properties of a new learning environment from the standpoint of biotechtonics, which develops the principles of accounting the human factor, i.e. the coordination of human capabilities with technical systems in a digital learning environment in which a person is transferred to a new interactive space using devices that reflect signals in his/her sensory organs and devices, accepting different actions. Variants of teaching technologies based on new principles are proposed, which make it possible to improve the quality of assimilation of educational material. It is noted that the basis for creating complex synthetic learning environments are biotechnical systems, which provide a variety of image content management tools for models of these environments, both for the researcher and the student. It is proposed to expand the concept of ``biotechnical system'' by including the so-called ``biotechnical technologies'', which becomes especially relevant in the digital world. The difference between this type of technology lies in the fact that among the technological operations included in them, great importance should be given to operations that are associated with ensuring the safety of work and creating optimal conditions for the resilience and labor activity of a person. At the same time, a person interacts mainly with information technologies, with information and knowledge that affect him/her, but not with material objects, both in the process of management and in the process of studying the outside world to use it effectively.
This is an introductory text to a collection of papers from the AREdu 2029: The 3rd International Workshop on Augmented Reality in Education, which was held in Kryvyi Rih, Ukraine, on the May 13, 2020. It consists of short introduction, papers’ review and some observations about the event and its future.
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