Abstract
The use of information technology has changed the way people learn and/or gain knowledge. People with various learning difficulties have greater difficulty in obtaining knowledge and learning. For this reason, the use of technology tools that help to improve this stage of human development is vital, especially for children and people with disabilities. The present research work aims to develop an application that uses augmented reality programming in the Unity development environment to facilitate learning about animals or the animal kingdom as a totality. For this purpose, we followed previously established steps to achieve the objective as well as the distribution of homework. The research was done on the background of the practice or development of this technology in basic education for children between 5 to 9 years old, then the active methodology of gamification for the development of the proposed application ZooAR was carried out to finally compare the differences of our application with the background obtained. It is expected that the development of this technology in different fields of education will be implemented in the future.
Original language | American English |
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Title of host publication | 2022 IEEE 13th Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022 |
Editors | Satyajit Chakrabarti, Rajashree Paul |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 88-94 |
Number of pages | 7 |
ISBN (Electronic) | 9781665492997 |
DOIs | |
State | Indexed - 2022 |
Event | 13th IEEE Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022 - Virtual, Online, United States Duration: 26 Oct 2022 → 29 Oct 2022 |
Publication series
Name | 2022 IEEE 13th Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022 |
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Conference
Conference | 13th IEEE Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022 |
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Country/Territory | United States |
City | Virtual, Online |
Period | 26/10/22 → 29/10/22 |
Bibliographical note
Publisher Copyright:© 2022 IEEE.
Keywords
- Active methodology
- Augmented reality (AR)
- Basic education
- Unity
- gamification