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  • Augmented reality system to assist inexperienced pool players
    Publication . Figueiredo, Mauro; Gomes, Cristina; Gomes, José; Lopes, João
    Combining mobile technologies with Augmented Reality (AR) has recently enabled the ubiquity of AR technologies in our everyday life. Many schools are implementing 1:1 iPad or Bring Your Own Device (BYOD) programs and in this way smartphones and tablets are being increasingly used by students to improve learning. There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, 3D models and other information to be shown on top of interactive documents. It is presented the creation of a novel augmented reality book that was developed with teachers and students. Several examples are also presented that are used in educational activities, from kindergarten to elementary and secondary schools, to improve reading, comprehension and learning of music. It is also presented the application of augmented reality to help students of the first year of mechanical engineering to better understand the drawing of orthographic views. These examples illustrate several approaches that were presented to students of Science Education at the Algarve University that will be future teachers.
  • Creating learning activities using augmented reality tools
    Publication . Figueiredo, Mauro; Gomes, José; Gomes, Cristina
    There is an increasing number of students usingsmartphones and tablets in schools. Mobile devices gained pop-ularity as an educational tool and there are many schools thatused them frequently in educational activities to improve learning.There are many augmented reality (AR) applications availablethat can be used to create educational contents for these mobiledevices. This paper surveys the most popular augmented realityapplications. Our goal is to select AR eco-systems, for educationalpurposes, that are user friendly, that do not require programmingskills and are free, so that they can be used in daily teachingactivities. We also present teaching activities created with thesetools that use different augmented reality technologies for creatinganimations, 3D models and other information to be shown ontop of interactive documents. The examples presented are used ineducational activities in kindergarten and to improve the learningof music and orthographic views in elementary and secondaryschools.
  • Musical peddy-paper: a collaborative learning activity suported by augmented reality
    Publication . Gomes, José; Figueiredo, Mauro; Gomes, Cristina; Amante, Lúcia
    Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge mobile computing devices and Augmented Reality, as a means to engage student in collaborative learning towards the Aesthetical Periods of Music History. The Musical Peddy-paper proposes student to use their mobile computing devices (smartphones/ tablets) to find eight stations scattered in a set location, and then use their music literacy skills to find the correct answer in each station. Collaborative work is required to find the stations and the answers to the clues. The musical Peddy-paper was developed mixing Geo-location and Augmented Reality concepts. Geo-location Points of Interest (POI’s) where set through Hoppala platform. Augmented Reality browsing and QRCode reading is supported by the LAYAR platform. In this paper, we introduce the concept of game-based activities as a tool to promote motivation and engagement towards learning, and fully explain the development process of the activity. We conclude this paper presenting the conclusions contemplating the use of this activity among a group of children from the 2nd Cycle of Basic Education in Basic School Maria Manuela de Sá, Matosinhos – Portugal.
  • The development of a gamebook for education
    Publication . Figueiredo, Mauro; Bidarra, José
    Mobile technologies are becoming very accessible to students, due to advances in the development of technology and a simultaneous decline in hardware costs. In this way, it is relevant to consider the potential of these devices in teaching and learning. Our research was designed to evaluate the possibility of creating gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools for making ebooks we find out that these tools were not appropriate creating gamebooks. This paper presents a novel interactive book, the gamebook (g-book): a book with a story that can be read sequentially or not. The main difference refers to the ability to choose different paths to the main characters or the unfolding of the history, as happens in games. We built a model of a dynamic book that functions as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9-10 years old, in Portuguese schools. This paper presents the design and features of this g-book titled "Adventures in the Guadiana River", implemented with the Unity3D platform that can be explored in iPhones, iPads, Android mobile devices and web browsers for the OSX and Windows platforms. Preliminary tests with our prototypes revealed very good usability and promising pedagogical potential in the proposed models.
  • Augmented reality tools and learning practice in mobile-learning
    Publication . Figueiredo, Mauro; Gomes, José; Gomes, Cristina; Lopes, João
    There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, videos and other information to be shown on top of interactive documents. It is presented the creation of a novel augmented reality book that was developed with teachers and students. Several examples are also presented that are used in educational activities, from kindergarten to elementary and secondary schools, to improve reading, comprehension and learning of music.