Browsing by Subject "Multimedia"
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ItemAn augmented reality 3D pop-up book: the development of a multimedia project for English language teachingAugmented Reality (AR) for academic purposes is growing in the same upward direction as the expansion of smart multimedia into education and lifelong learning. This paper reports on an AR curriculum materials research and development project which employs storytelling as a teaching technique in a blended learning environment for Grade Three students in Bangkok learning English. It involved an AR 3D pop-up book as a tool for teachers to deliver the story of a children’s book, namely The Seed Shooting Game, to teach various English language aspects to young children. The primary rationale supporting this research was the high demand and appreciation of the potential to integrate Augmented Reality into classrooms effectively to enhance learning. This article aims to detail each phase of the production process: pre-production, production and post production. The population for this study were 484 Grade Three Thai students of whom 99 were purposively selected. An added finding was the depth of learning - comprehension and engagement gained from the English lesson were higher than their pre-test scores. The majority of participants indicated that the Augmented Reality book was a stimulating educational resource that increased the desire to learn.
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ItemThe Convergence of Augmented Reality and Education The Seed Shooting Game: An Augmented Reality 3D Pop-up Book(The Second International Conference on E-Learning and E-Technologies in Education (ICEEE2013), 2013) Poonsri Vate-U-LanThe purpose of this research paper was to demystify: 1) a convergence of Augmented Reality (AR) technology as an educational multimedia and instructional design principles and 2) a divergence of learning outcomes and findings based upon the utilization of Augmented Reality 3D pop-up book, namely The Seed Shooting Game. This AR 3D pop-up book employed a storytelling technique for teaching English as a foreigner language for Year Three students, in Bangkok, Thailand. The population of this quasi experimental research was 484 Year Three Thai students who were studying in the second semester of 2011. 99 students were derived from purposive selection method as the samples. The statistics used to present data of this current paper were mean, standard deviation, t-test and bivariate correlation. This innovation was designed for blended learning environment which combined electronic curriculum material in traditional teaching mode. The research results presented the divergence between pre-test and post-test score of participants, the diversity of satisfaction levels of students who studied in this blended learning environment. This paper also presented the correlation between achievement and satisfaction towards to the developed curriculum material which reflected the confident to use AR technology for education in future.