Creativ-ar apps: STEM model based learning on augmented reality driven-technology

Abdul Halim Shah, Abdul Hafy Shah and Baharum, Zirawani and Nasien, Dewi (2024) Creativ-ar apps: STEM model based learning on augmented reality driven-technology. In: Proceedings Of Johor International Innovation Invention Competition And Symposium 2024. Universiti Teknologi MARA Cawangan Johor Kampus Pasir Gudang, Universiti Teknologi MARA, Johor, pp. 148-153. ISBN 978-967-0033-25-9

Abstract

The integration of innovative technology in modern education has revolutionised the conventional educational framework. Modern technology overlays digital information like audio, video, and graphics on top of real-world environments through the usage of augmented reality (AR) and programming-based teaching and learning. Furthermore, its usefulness can be used to science, technology, engineering, and mathematics (STEM) education as well as technical and vocational education. While AR has been shown to have great educational potential by numerous researchers, there has been limited empirical study investigating its incorporation into STEM education for this type of cutting-edge technology inquiry. Finding the best augmented reality technology for STEM education in accordance with national educational compatibility is necessary. Therefore, the purpose of this study is to determine the AR technology that appropriate for STEM education. Its goal is to improve pupils' capacity for creativity, critical analysis, and problem-solving, in order to develop the Creativ-AR as a model-based in STEM education. This research begins over preliminary analysis, through the qualitative survey to investigate the needs of the students and teacher. Plus, interview session with the practioners also conducted to gather the module contents associated to STEM curriculum. The design and development of the Creativ-AR started by determination of the type of AR that match to module content through the details story board, 3D simulation model and programming using Unity and Blender. The module contents also verified and validated by the expert in this area. As a result, the CreativAR prototype is totally accepted and get positive feedback from students and teacher on the prototype demonstration, including critical thinking abilities and improving STEM education as a whole. The findings of this study could have a big impact on how useful teaching methods and resources are created for incorporating augmented reality into STEM curriculum.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Abdul Halim Shah, Abdul Hafy Shah
hafysyah@gmail.com
Baharum, Zirawani
UNSPECIFIED
Nasien, Dewi
UNSPECIFIED
Subjects: L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction
Q Science > QA Mathematics > Instruments and machines > Electronic Computers. Computer Science > Augmented reality. Mixed reality. Virtual reality
Divisions: Universiti Teknologi MARA, Johor > Pasir Gudang Campus > College of Computing, Informatics and Mathematics
Volume: 2
Page Range: pp. 148-153
Keywords: Virtual reality, Augmented reality, Innovation, Advanced technology, Revolution
Date: 2024
URI: https://ir.uitm.edu.my/id/eprint/135087
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