UPSI Digital Repository (UDRep)
Start | FAQ | About
Menu Icon

QR Code Link :

Type :Article
Subject :T Technology
ISBN :2462-1943
Main Author :Marzita Mansor
Additional Authors :
  • Suliana Sulaiman
  • Rohaizah Abdul Wahid
  • Saira Banu Omar Khan
  • Asma Hanee Ariffin
Title :AR-speaking buddy: Designing content and user interface of an augmented reality (AR)-based application for Malaysian children speaking practice
Hits :166
Place of Production :Tanjung Malim
Publisher :Fakulti Komputeran & Meta-Teknologi
Year of Publication :2024
Notes :Journal of Advanced Research in Applied Sciences and Engineering Technology
Corporate Name :Universiti Pendidikan Sultan Idris
HTTP Link : Click to view web link
PDF Full Text :You have no permission to view this item.

Abstract : Universiti Pendidikan Sultan Idris
The application of augmented reality (AR) as a learning tool is crucial for incorporating virtual objects into real-world environments to support learners in their educational journey. Despite the growing interest in AR applications for learning, research in this area is still in its early stages, particularly concerning the development of AR applications tailored for children, taking into account their needs and design preferences. This study aims to gain insights into children's perspectives on interface and content design, specifically for augmented reality application development. By involving children in the design process, the study seeks to identify their interface design preferences for AR characters and explore the topics that interest them the most. To achieve these objectives, the paper outlines the development process of an AR mobile application named "AR-Speaking Buddy," which was designed by considering children's content needs and interface design preferences. The application focuses on providing English language learning support to children for practicing their English communication skills. The research involved 25 children aged between 9 to 12 years old as users, and their feedback on the AR-Speaking Buddy application is presented, highlighting content and interface design elements. The findings from the children's feedback shed light on essential aspects of AR application design, which contribute to the development of future interface and content design strategies for augmented reality applications in education. By understanding children's preferences and incorporating them into AR application development, educators can create more effective and engaging learning experiences for young learners. © 2024, Semarak Ilmu Publishing. All rights reserved.

References

Mustapha, Mohd Razif, Subashini Annamalai, and Azliza Othman. "Incorporating Spatial-Visual Topology In Mobile Augmented Reality Application To Enhance Visual Realism." Journal of Advanced Research in Applied Sciences and Engineering Technology30, no. 2 (2023): 176-189. https://doi.org/10.37934/araset.30.2.176189.

Li, Jingya, Erik D. Van der Spek, Xiaoyu Yu, Jun Hu, and Loe Feijs. "Exploring an augmented reality social learning game for elementary school students." In Proceedings of the Interaction Design and Children Conference, pp. 508-518. 2020.

Coffin,  Christopher,  Svetlin  Bostandjiev,  James  Ford,  and  Tobias  Hollerer.  "Enhancing  classroom  and  distance learning  through  augmented  reality."  In EdMedia+  Innovate  Learning,  pp.  1140-1147.  Association  for  the Advancement of Computing in Education (AACE), 2010.

Hamid,  Tuan  Muhammad  Hanif  Tuan  Ab,  and  Faizah  Idrus.  "A  Correlational  Study  of  the  English  Listening  and Speaking Anxiety in Rural Areas." English Language Teaching14, no. 2 (2021): 9-19.https://doi.org/10.5539/elt.v14n2p9.

Xue, Hui, Puneet Sharma, and Fridolin Wild. "User satisfaction in augmented reality-based training using Microsoft HoloLens." Computers8, no. 1 (2019): 9.https://doi.org/10.3390/computers8010009.

Musa,  Normazidah  Che,  Koo  Yew  Lie,  and  Hazita  Azman.  "Exploring  English  language  learning  and  teaching  in Malaysia." GEMA Online Journal of Language Studies12, no. 1 (2012): 35-51.

Wreikat, Y. A., M. K. Kabilan, and A. C. Abdullah. "The Rural Learning Environment and Pupils' Learning of the English Language." Pertanika Journal of Social Sciences & Humanities22, no. 1 (2014).

Azuma, Ronald T. "A survey of augmented reality." Presence: Teleoperators & Virtual Environments6, no. 4 (1997): 355-385.https://doi.org/10.1162/pres.1997.6.4.355.

Taskiran, Ayse. "The effect of augmented reality games on English as foreign language motivation." E-Learning and Digital Media16, no. 2 (2019): 122-135.https://doi.org/10.1177/2042753018817541.

Alakärppä,  Ismo,  Elisa  Jaakkola,  Jani  Väyrynen,  and  Jonna  Häkkilä.  "Using  nature  elements  in  mobile  AR  for education with children." In Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 1-13. 2017.https://doi.org/10.1145/3098279.3098547.

Han, Dai-In, M. Claudia tom Dieck, and Timothy Jung. "User experience model for augmented reality applications in urban heritage tourism." Journal of Heritage Tourism13, no. 1 (2018): 46-61.https://doi.org/10.1080/1743873X.2016.1251931.

Bonner,  Euan,  and  Hayo  Reinders.  "Augmented  and  virtual  reality  in  the  language  classroom:  Practical  ideas." Teaching English with Technology18, no. 3 (2018): 33-53.

Kessler, Greg. "Technology and the future of language teaching." Foreign Language Annals51, no. 1 (2018): 205-218.https://doi.org/10.1111/flan.12318.

Ashley-Welbeck,  Ahmed,  and  Dimitrios  Vlachopoulos.  "Teachers'  perceptions  on  using  augmented  reality  for language learning in primary years programme (PYP) education." International Journal of Emerging Technologies in Learning (iJET)15, no. 12 (2020): 116-135.https://doi.org/10.3991/ijet.v15i12.13499.

Rahani, Nurul Hidayah, Aldrin Aran Bilong, Muhammad Rafiq Mat Suruji, and Ismail Yusuf Panessai. "Learning Logic Gates  Using  Augmented  Reality." International  Journal  of  Multimedia  and  Recent  Innovation  (IJMARI)2,  no.  1 (2020): 26-44.https://doi.org/10.36079/lamintang.ijmari-0201.81.

Singhal, Samarth, Sameer Bagga, Praroop Goyal, and Vikas Saxena. "Augmented chemistry: Interactive education system." International Journal of Computer Applications49, no. 15 (2012).https://doi.org/10.5120/7700-1041.

Wong, Y. Y. Rachel, P. L. Wong, P. W. Wong, and C. P. Goh. "The Implementation of Virtual Reality (VR) in Tertiary Education  in  Malaysia."  In International  Conference  on  Digital  Transformation  and  Applications  (ICDXA),  pp.  1-6. 2020.https://doi.org/10.56453/icdxa.2020.1024.

Litvak,  Eran,  and  Tsvi  Kuflik.  "Enhancing  cultural  heritage  outdoor  experience  with  augmented-reality  smart glasses." Personal and Ubiquitous Computing24 (2020): 873-886.https://doi.org/10.1007/s00779-020-01366-7.

Yang, Xiaoling. "On How to Cultivate English Interest in Primary School." Theory and Practice in Language Studies10, no. 10 (2020): 1305-1309.https://doi.org/10.17507/tpls.1010.18.

Jaafar, Nurul Aini, Siti Rohani Mohd Nor, Siti Mariam Norrulashikin, Nur Arina Bazilah Kamisan, and Ahmad Qushairi Mohamad.  "Increase  Students'  Understanding  of  Mathematics  Learning  Using  the  Technology-Based  Learning." International Journal of Advanced Research in Future Ready Learning and Education28, no. 1 (2022): 24-29.

De Pace, Francesco, Federico Manuri, and Andrea Sanna. "Augmented reality in industry 4.0." American Journal of Computer Science and Information Technology6, no. 1 (2018): 17.https://doi.org/10.21767/2349-3917.100017.

Bistaman,  Izwan  Nurli  Mat,  Syed  Zulkarnain  Syed  Idrus,  and  Salleh  Abd  Rashid.  "The  use  of  augmented  reality technology for primary school education in Perlis, Malaysia." In Journal of Physics: Conference Series, vol. 1019, no. 1, p. 012064. IOP Publishing, 2018.https://doi.org/10.1088/1742-6596/1019/1/012064.

Weng, Ng Giap, Oon Yin Bee, Lee Hong Yew, and Teoh Ee Hsia. "An augmented reality system for biology science education in Malaysia." International Journal of Innovative Computing6, no. 2 (2016).

Abdüsselam, M. S., and H. Karal. "The effect of mixed reality environments on the students' academic achievement in physics education: 11th grade magnetism topic example." Journal of Research in Education and Teaching1, no. 4 (2012): 170-181.

Lawrence,  Japhet  E.,  and  Usman  A.  Tar.  "Factors  that  influence  teachers'  adoption  and  integration  of  ICT  in teaching/learning process." Educational Media International55, no. 1 (2018): 79-105.https://doi.org/10.1080/09523987.2018.1439712.

Elmqaddem,  Noureddine.  "Augmented  reality  and  virtual  reality  in  education.  Myth  or  reality?." International Journal of Emerging Technologies in Learning14, no. 3 (2019).https://doi.org/10.3991/ijet.v14i03.9289.

Gillett-Swan, Jenna. "The challenges of online learning: Supporting and engaging the isolated learner." Journal of Learning Design10, no. 1 (2017): 20-30.https://doi.org/10.5204/jld.v9i3.293.

Petrovich, Mark, Mamta Shah, and Aroutis Foster. "Augmented reality experiences in informal education." In 2018 IEEE  International  Conference  on  Teaching,  Assessment,  and  Learning  for  Engineering  (TALE),  pp.  815-819.  IEEE, 2018.https://doi.org/10.1109/TALE.2018.8615396.

Shneiderman, Ben, and Catherine Plaisant. Designing the user interface: Strategies for effective human-computer interaction. Pearson Education India, 2009.

Bevan, Nigel. "International standards for usability should be more widely used." Journal of Usability Studies4, no. 3 (2009): 106-113.


This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials.
You may use the digitized material for private study, scholarship, or research.

Back to search page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.