An Augmented Reality-Based Introduction to Basic Electronic Components Utilizing Android
Keywords:
Augmented Reality (AR), Marker, Android, 3D, Electronic ComponentsAbstract
The widespread use of smartphones and the development of augmented reality (AR) technology have created new opportunities for creative teaching methods. This study investigates how students studying fundamental electronic components could benefit from adopting augmented reality (AR) on Android devices. The research uses a user-centred design methodology that includes cycles of user testing and iterative prototyping. The Vuforia AR Software Development Kit (SDK) and Unity game engine are used to develop the AR application, which uses computer vision techniques for object tracking and recognition. The application includes interactive simulations, explanatory content designed for instructional purposes, and 3D models of electronic components. We will gather quantitative and qualitative data via questionnaires, user feedback sessions, and pre-and post-tests. To assess how well the AR application improves students' comprehension and recall of the material, statistical analytic techniques like t-tests and ANOVA will be used. In addition, qualitative data will undergo theme analysis to learn more about user experience, engagement, and possible areas for development. The main objective of this project is to create an augmented reality application that can teach students the principles of electronic components understandably and effectively. The program seeks to enhance engagement, comprehension, and recall of the subject matter by utilizing augmented reality's immersive and interactive qualities.
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