{"title":"Design and development of augmented reality application for basic concepts of computer systems","authors":"Furkan Kalyoncu, Hasan Karal","doi":"10.1007/s10639-024-12971-x","DOIUrl":null,"url":null,"abstract":"<p>The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the “Computer Systems” subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently preferred in the design and development processes of a product, was employed (Kuzu et al., Anadolu Journal of Educational Sciences International 1(1:)19–35, 2011). In this method, which consists of cycles until the design is optimized, the research is carried out with the presence of the researcher and the target group in the environment at the same time (Wang & Hannafin, Educational Technology Research and Development, 53(4):5-23, 2005). The design and development stages of the HardwARe instructional material were carried out in five cycles with eight ICT teachers, two academicians specialized in the field of ICT and 15 students representing the target group. At the end of the process, an augmented reality supported (hardwARe) teaching material was developed for the targeted subject outcomes. In the process of developing the first prototype of the teaching material, three categories were identified: content, design and interaction. All subsequent cycles were based on these categories. After the completion of all the cycles, a design framework that is a suggestion for new AR applications to be developed for similar purposes was revealed. In this framework, within the scope of the content category, results such as meeting the subject outputs, the writing language used should be appropriate to the level of the target audience, and the multimedia elements used should contain sufficient information were obtained. Within the scope of the design category, abstract concepts within the scope of the subject should be concretized, button and text sizes, instructions and voiceovers used for informative purposes should be appropriate for the target group level. Finally, within the scope of the interaction category, results such as it should be easy to use, there should be instant feedback, buttons should fully fulfill their functions were reached.</p>","PeriodicalId":51494,"journal":{"name":"Education and Information Technologies","volume":"37 1","pages":""},"PeriodicalIF":4.8000,"publicationDate":"2024-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education and Information Technologies","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1007/s10639-024-12971-x","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the “Computer Systems” subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently preferred in the design and development processes of a product, was employed (Kuzu et al., Anadolu Journal of Educational Sciences International 1(1:)19–35, 2011). In this method, which consists of cycles until the design is optimized, the research is carried out with the presence of the researcher and the target group in the environment at the same time (Wang & Hannafin, Educational Technology Research and Development, 53(4):5-23, 2005). The design and development stages of the HardwARe instructional material were carried out in five cycles with eight ICT teachers, two academicians specialized in the field of ICT and 15 students representing the target group. At the end of the process, an augmented reality supported (hardwARe) teaching material was developed for the targeted subject outcomes. In the process of developing the first prototype of the teaching material, three categories were identified: content, design and interaction. All subsequent cycles were based on these categories. After the completion of all the cycles, a design framework that is a suggestion for new AR applications to be developed for similar purposes was revealed. In this framework, within the scope of the content category, results such as meeting the subject outputs, the writing language used should be appropriate to the level of the target audience, and the multimedia elements used should contain sufficient information were obtained. Within the scope of the design category, abstract concepts within the scope of the subject should be concretized, button and text sizes, instructions and voiceovers used for informative purposes should be appropriate for the target group level. Finally, within the scope of the interaction category, results such as it should be easy to use, there should be instant feedback, buttons should fully fulfill their functions were reached.
期刊介绍:
The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments.
The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts. The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.