Skip to main content

Advertisement

Log in

An augmented reality-based multimedia environment for experimental education

  • Published:
Multimedia Tools and Applications Aims and scope Submit manuscript

Abstract

Over the last few years, there has been a growing interest in augmented reality (AR) technology for education. However, current AR education applications are often used as a new type of knowledge display platform, and they cannot fully participate in educational activities to improve educational results. To enable AR technology to participate in educational activities more effectively, according to learning-by-doing theory, we explore the form of a future experimental course and propose a new AR-based multimedia environment for experimental education. The framework of the multimedia environment consists of three components: the AR experiment authoring tool, the AR experiment application, and the management application. In this AR-based multimedia environment, teachers can independently create AR experiments using the what you see is what you get (WYSIWYG) editing method. Students can manipulate the AR-based experimental object to complete the experiment in class. Moreover, teachers can observe students’ experimental behaviour, obtain evaluations in real time, and even guide students remotely. We also present an application case of a chemistry experiment and obtain results of the usability test, demonstrating improvements in AR technology participation in educational activities.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11
Fig. 12
Fig. 13

Similar content being viewed by others

References

  1. Aguilar IA, Sementille AC, Sanches SRR (2019) ARSTudio. Multimed Tools Appl 78(23):33899–33920

    Article  Google Scholar 

  2. Akayr M, Akayr G (2017) Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educational Research Review 20:1–11

    Article  Google Scholar 

  3. Azuma RT (1997) A survey of augmented reality. Presence: Teleoperators & Virtual Environments 6.4:355–385

    Article  Google Scholar 

  4. Baloch S, Qadeer S, Memon K (2018) Augmented reality, a tool to enhance conceptual understanding for engineering students. International Journal of Electrical Engineering & Emerging Technology 1.01:41–48

    Google Scholar 

  5. Billinghurst M, Duenser A (2012) Augmented reality in the classroom. Computer 45.7:56–63

    Article  Google Scholar 

  6. Challenor J, Ma M (2019) A review of augmented reality applications for history education and heritage visualisation. Multimodal Technologies and Interaction 3.2:39

    Article  Google Scholar 

  7. Davis FD (1986) A technology acceptance model for testing new end-user information systems: theory and results. Sloan School of Management 291

  8. de Ravé EG, et al. (2016) DiedricAR: a mobile augmented reality system designed for the ubiquitous descriptive geometry learning. Multimedia Tools and Applications 75.16:9641–9663

    Article  Google Scholar 

  9. Dede C (2009) Immersive interfaces for engagement and learning. Science 323.5910:66–69

    Article  Google Scholar 

  10. Dickens K (2014) Whats the purpose of education: why do we go to school? Christian Teachers Journal 22.3:18

    Google Scholar 

  11. Dunleavy M, Dede C, Mitchell R (2009) Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. J Sci Educ Technol 18.1:7–22

    Article  Google Scholar 

  12. Girouard A, et al. (2019) The reality of Reality-Based interaction: understanding the impact of a framework as a research tool. ACM Transactions on Computer-Human Interaction (TOCHI) 26.5:35

    Google Scholar 

  13. González ANV, et al. (2019) A comparison of desktop and augmented reality scenario based training authoring tools. In: 2019 IEEE conference on virtual reality and 3d user interfaces (VR). IEEE

  14. Hwang G-J, et al. (2016) Effects of an augmented reality-based educational game on students’ learning achievements and attitudes in real-world observations. Interact Learn Environ 24.8:1895–1906

    Article  Google Scholar 

  15. Ibáez M-B, Delgado-Kloos C (2018) Augmented reality for STEM learning: a systematic review. Comput Educ 123:109–123

    Article  Google Scholar 

  16. Jee H-K, et al. (2014) An augmented reality-based authoring tool for E-learning applications. Multimedia Tools and Applications 68.2:225–235

    Article  Google Scholar 

  17. Kim K, et al. (2018) Revisiting trends in augmented reality research: a review of the 2nd decade of ISMAR (2008–2017). IEEE Trans Vis Comput Graph 24.11:2947–2962

    Article  Google Scholar 

  18. Mendes PRC, et al. (2018) Exploring an AR-based user interface for authoring multimedia presentations. In: Proceedings of the ACM symposium on document engineering 2018. ACM

  19. Mendes PRC, Soares Neto CDS (2019) BumbAR: Multimedia Authoring Through Augmented Reality. Anais Estendidos do XXV simpósio Brasileiro de Sistemas multimídia e Web SBC

  20. Pan Z, Cheok AD, Yang H, et al. (2006) Virtual reality and mixed reality for virtual learning environments[J]. Comput Graph 30(1):20–28

    Article  Google Scholar 

  21. Satpute T, Pingale S, Chavan V (2015) Augmented reality in e-learning review of prototype designs for usability evaluation. In: 2015 international conference on communication, information & computing technology (ICCICT). IEEE

  22. Wojciechowski R, Cellary W (2013) Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Comput Educ 68:570–585

    Article  Google Scholar 

  23. Villanueva A, et al. (2020) Meta-AR-app: an authoring platform for collaborative augmented reality in STEM classrooms. In: Proceedings of the 2020 CHI conference on human factors in computing systems

Download references

Acknowledgments

This work was supported by the National Key R&D Program of China (grant number: 2018YFB1004904), the Pre-research Project of The 13th Five Year Plan (grant/award numbers: 31511040202, 315050502 and 61409230104), and the Key R&D Plan of Jiangsu Province (grant/award number: BE2017031), in part by the Fundamental Research Funds for the Central Universities under Grant 30918012203.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Weiqing Li.

Additional information

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Zhang, Z., Li, Z., Han, M. et al. An augmented reality-based multimedia environment for experimental education. Multimed Tools Appl 80, 575–590 (2021). https://doi.org/10.1007/s11042-020-09684-x

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11042-020-09684-x

Keywords

Navigation