Augmented reality-based application design with rapid prototyping method to support practicum during the covid-19 pandemic

Abstract views: 236 , PDF downloads: 395
Keywords: COVID-19, Education, Augmented reality, Practicum, Rapid prototyping

Abstract

The COVID-19 pandemic that has occurred throughout the world has hampered the world of education in carrying out the learning process. It requires the world of education to make rapid changes to the concept of learning so that the results of the learning process remain following the curriculum. However, during a pandemic, students are forced to study from home. Of course, this limits the essence of the practicum, which has to be done in the laboratory because students need interaction activities with machines. Augmented reality (A.R.) is a technology that allows users to interact with virtual objects. In this study, the application design is carried out using the rapid prototyping method, which can quickly accommodate the application development process. This study proves that AR-based applications can increase the understanding of 58% of students about the use of lathe, milling and 3D printing machines.

Downloads

Download data is not yet available.

References

A. Remuzzi and G. Remuzzi, ‘COVID-19 and Italy: what next?’, Lancet, vol. 395, no. 10231, pp. 1225–1228, Apr. 2020, doi: https://doi.org/10.1016/S0140-6736(20)30627-9.

E. De Brouwer, D. Raimondi, and Y. Moreau, ‘Modeling the COVID-19 outbreaks and the effectiveness of the containment measures adopted across countries’, MedRxiv, 2020, doi: https://doi.org/10.1101/2020.04.02.20046375.

T. Muthuprasad, S. Aiswarya, K. S. Aditya, and G. K. Jha, ‘Students’ perception and preference for online education in India during COVID -19 pandemic’, Soc. Sci. Humanit. Open, vol. 3, no. 1, p. 100101, 2021, doi: https://doi.org/10.1016/j.ssaho.2020.100101.

UNESCO, ‘COVID-19 Educational disruption and response’, UNESCO, 2020, [Online]. Available: https://en.unesco.org/themes/educationemergencies/coronavirus-school-closures.

M. Mailizar, A. Almanthari, S. Maulina, and S. Bruce, ‘Secondary School Mathematics Teachers’ Views on E-learning Implementation Barriers during the COVID-19 Pandemic: The Case of Indonesia’, Eurasia J. Math. Sci. Technol. Educ., vol. 16, no. 7, p. em1860, May 2020, doi: https://doi.org/10.29333/ejmste/8240.

A. Asadzadeh, T. Samad-Soltani, and P. Rezaei-Hachesu, ‘Applications of virtual and augmented reality in infectious disease epidemics with a focus on the COVID-19 outbreak’, Informatics Med. Unlocked, vol. 24, p. 100579, 2021, doi: https://doi.org/10.1016/j.imu.2021.100579.

T. Lima, B. Barbosa, C. Niquini, C. Araujo, and R. Lana, ‘Playing against dengue design and development of a serious game to help tackling dengue’, in 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), Apr. 2017, pp. 1–8, doi: https://doi.org/10.1109/SeGAH.2017.7939294.

L. Clack, C. Hirt, M. Wenger, D. Saleschus, A. Kunz, and H. Sax, ‘VIRTUE - A Virtual Reality Trainer for Hand Hygiene’, in 2018 9th International Conference on Information, Intelligence, Systems and Applications (IISA), Jul. 2018, pp. 1–2, doi: https://doi.org/10.1109/IISA.2018.8633588.

C. Monahan, L. Ullberg, and K. Harvey, ‘Virtual Emergency Preparedness Planning Using Second Life’, in 2009 IEEE/INFORMS International Conference on Service Operations, Logistics and Informatics, Jul. 2009, pp. 306–310, doi: https://doi.org/10.1109/SOLI.2009.5203950.

J. Ngo, K. Schertzer, P. Harter, and R. Smith-Coggins, ‘Disaster Medicine: A Multi-Modality Curriculum Designed and Implemented for Emergency Medicine Residents’, Disaster Med. Public Health Prep., vol. 10, no. 4, pp. 611–614, Aug. 2016, doi: https://doi.org/10.1017/dmp.2016.8.

B. W. Munzer, M. M. Khan, B. Shipman, and P. Mahajan, ‘Augmented Reality in Emergency Medicine: A Scoping Review’, J. Med. Internet Res., vol. 21, no. 4, p. e12368, Apr. 2019, doi: https://doi.org/10.2196/12368.

M. Kesim and Y. Ozarslan, ‘Augmented Reality in Education: Current Technologies and the Potential for Education’, Procedia - Soc. Behav. Sci., vol. 47, pp. 297–302, 2012, doi: https://doi.org/10.1016/j.sbspro.2012.06.654.

R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre, ‘Recent advances in augmented reality’, IEEE Comput. Graph. Appl., vol. 21, no. 6, pp. 34–47, 2001, doi: https://doi.org/10.1109/38.963459.

D. Kamińska, T. Sapiński, N. Aitken, A. Della Rocca, M. Barańska, and R. Wietsma, ‘Virtual reality as a new trend in mechanical and electrical engineering education’, Open Phys., vol. 15, no. 1, pp. 936–941, Dec. 2017, doi: https://doi.org/10.1515/phys-2017-0114.

R. T. Azuma, ‘A Survey of Augmented Reality’, Presence Teleoperators Virtual Environ., vol. 6, no. 4, pp. 355–385, Aug. 1997, doi: https://doi.org/10.1162/pres.1997.6.4.355.

J. T. Schmidt, ‘Preparing students for success in blended learning environments: Future oriented motivation and self-regulation’, Universität München, 2007. [Online]. Available: https://edoc.ub.uni-muenchen.de/6561/.

Á. Di Serio, M. B. Ibáñez, and C. D. Kloos, ‘Impact of an augmented reality system on students’ motivation for a visual art course’, Comput. Educ., vol. 68, pp. 586–596, Oct. 2013, doi: https://doi.org/10.1016/j.compedu.2012.03.002.

J. M. Gutiérrez and M. D. M. Fernández, ‘Applying augmented reality in engineering education to improve academic performance & student motivation’, Int. J. Eng. Educ., vol. 30, no. 3, pp. 625–635, 2014, [Online]. Available: https://dialnet.unirioja.es/servlet/articulo?codigo=7372823.

N. Arulanand, A. R. Babu, and P. K. Rajesh, ‘Enriched Learning Experience using Augmented Reality Framework in Engineering Education’, Procedia Comput. Sci., vol. 172, pp. 937–942, 2020, doi: https://doi.org/10.1016/j.procs.2020.05.135.

D. Ropawandi, L. Halim, and H. Husnin, ‘Augmented Reality (AR) Technology-Based Learning: The Effect on Physics Learning during the COVID-19 Pandemic’, Int. J. Inf. Educ. Technol., vol. 12, no. 2, pp. 132–140, 2022, doi: https://doi.org/10.18178/ijiet.2022.12.2.1596.

L. Laurens-Arredondo, ‘Mobile augmented reality adapted to the ARCS model of motivation: a case study during the COVID-19 pandemic’, Educ. Inf. Technol., vol. 27, no. 6, pp. 7927–7946, Jul. 2022, doi: https://doi.org/10.1007/s10639-022-10933-9.

B. Gros, ‘Digital Games in Education’, J. Res. Technol. Educ., vol. 40, no. 1, pp. 23–38, Sep. 2007, doi: https://doi.org/10.1080/15391523.2007.10782494.

A. C. Luther, Authoring Interactive Multimedia. AP Professional, 1994, [Online]. Available: https://books.google.co.id/books?id=gpULAQAAMAAJ

M. Gurr and R. Mülhaupt, ‘Rapid Prototyping’, in Reference Module in Materials Science and Materials Engineering, Elsevier, 2016, doi: https://doi.org/10.1080/15391523.2007.10782494.

D. Nincarean, M. B. Alia, N. D. A. Halim, and M. H. A. Rahman, ‘Mobile Augmented Reality: The Potential for Education’, Procedia - Soc. Behav. Sci., vol. 103, pp. 657–664, Nov. 2013, doi: https://doi.org/10.1016/j.sbspro.2013.10.385.

K. D. Plancher, J. P. Shanmugam, and S. C. Petterson, ‘The Changing Face of Orthopaedic Education: Searching for the New Reality After COVID-19’, Arthrosc. Sport. Med. Rehabil., vol. 2, no. 4, pp. e295–e298, Aug. 2020, doi: https://doi.org/10.1016/j.asmr.2020.04.007.

C.-H. Chien, C.-H. Chen, and T.-S. Jeng, ‘An interactive augmented reality system for learning anatomy structure’, in proceedings of the international multiconference of engineers and computer scientists, 2010, vol. 1, pp. 17–19, [Online]. Available: http://www.iaeng.org/publication/IMECS2010/IMECS2010_pp370-375.pdf.

Y.-C. Chen, H.-L. Chi, W.-H. Hung, and S.-C. Kang, ‘Use of Tangible and Augmented Reality Models in Engineering Graphics Courses’, J. Prof. Issues Eng. Educ. Pract., vol. 137, no. 4, pp. 267–276, Oct. 2011, doi: https://doi.org/10.1061/(ASCE)EI.1943-5541.0000078.

Ahyun Lee, Jae-Young Lee, S.-H. Lee, and J.-S. Choi, ‘Markerless augmented reality system based on planar object tracking’, in 2011 17th Korea-Japan Joint Workshop on Frontiers of Computer Vision (FCV), Feb. 2011, pp. 1–4, doi: https://doi.org/10.1109/FCV.2011.5739718.

M. Ehmer and F. Khan, ‘A Comparative Study of White Box, Black Box and Grey Box Testing Techniques’, Int. J. Adv. Comput. Sci. Appl., vol. 3, no. 6, pp. 12–15, 2012, doi: https://doi.org/10.14569/IJACSA.2012.030603.

PlumX Metrics

Published
2022-10-01
How to Cite
[1]
A. ’Azzam, M. Sugarindra, and Q. Qurtubi, “Augmented reality-based application design with rapid prototyping method to support practicum during the covid-19 pandemic”, j. sist. manaj. ind., vol. 6, no. 2, pp. 89-97, Oct. 2022.
Section
Research Article