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Augmented Reality Technology in Education

AS application of virtual collaboration

[Eng.\ Adel Meftah INBAYA]

[Prof.Dr \ Mohammad SHARIFUDDIN]

[Prof.Dr \ Zainuddin Ben HASSAN]



Technology advances and education is left behind, unfair but true. The

innovation of learning is another window of scrutiny and other potential challenges. The

collaborative work in education is not impossible if the technology will tap some of its

usefulness in pedagogical concept. Part of the technological features is to encourage

the students to apply all their knowledge and skills in a domain of reality-based that

promotes the efficacy in their career. This idea came from the augmented reality.

Key words: - virtual reality ,video collaboration , augmented reality ,

human-computer interaction ,artificial intelligence , collective intelligence

Research Problem

The lack of support in the proposed educational innovation is one of the many

problems that education endures. This is for the reason of the lack of information about
the collaboration between the technology and education. The benefits and the

drawbacks are natural in the revolving worlds of education and technology but the

details encompassed in the idea should be identify first if the educators are centering

their entire idea in creating the comprehensive education.


The objectives of the study are the following:

(1) To add information and meaning to the real object or place especially when it is
applied in education.

(2) To satisfy the learning of every student in terms of incorporating with the
technologies and added data that deepens their understanding toward the

(3) To enhance the learning capability of the students in terms of map usage,
listening to the audio commands, or different historical context which makes
learning more meaningful.

Research Questions

The present research questions are identified and will be answered in later


(1) Who are the qualified users of the augmented reality?

(2) How augmented realities develop the understanding of the students?

(3) How can a technology be incorporated with the education?

Literature Review

Technology and education is not impossible because they certainly match on one

thing and that is to deliver messages or information (Fletcher, 2004). The use of

augmented reality belongs in different number of fields such as medicines, engineering,

or aviation where the students use the simulation or the virtual reality that enables them

to treat, construct or fly in different places which is close to reality. With the use of

technology, the students can clearly understand the necessary data about the objects

they see (ELI, 2005). This is just a start of the educators to provide comprehensive and

deeper meaning of education through the collaboration.

The purpose of the collaboration is to promote the social interaction among the

users. Students can use or share the augmented reality that particularly emphasizes the

critical thinking and communication. Part of the augmented reality is to keep the

students in control of the environment or in the situation (Kaufmann, 2003). Augmented

reality is far from the multimedia file in which makes it unique and useful as it provides

schematic diagram that allows the students to have an access in variation of technical

specifications (ELI, 2005).


With the guidance and application of the augmented reality in various schools,

the better future of education will be achieved. The integration of quantitative and

qualitative methodologies is the best ways to catch the concept of augmented reality

(Kaufmann, 2003). The collective intelligence model is emerged through the use of

collaboration of great ideas that are mixed to attain the best result as possible. The

incorporation of ideas starts from the minds of the educators that attempts to provide
quality education efficiently. All of the augmented is composed of the extensive

research inputs, expanded real-life situation and supporting data where a student can

apply and adept of the student’s needs and be improved.


There are many educational efficacies that lie on the augmented reality. Different

aspects are first identified and then measured on the efficacy for supporting the

learning. Augmented reality is first measured in terms of the technical aspect. According

to the features, the issues of its usability such as in the system and different physical or

interface is well-examined. The orientation aspect or the focus of the technology is

represented in the interaction of the user and the environment, which includes the

educational orientation and feedback issues. The augmented reality is also related in

the cognitive aspect which became the part of the improvement of the student and

pedagogical aspect that concerns in the teaching approach on how to gain more

knowledge than the traditional way (Kaufmann, 2003).

Scope and Delimitation of AR

There various scopes applied in the augmented reality such as furnishing the

students understanding where the other information comes from the students (Davies,

2004). Students can capture the impression detailed in the technology they are working

are remember the techniques they learned from their experience. On the contrary, the

augmented reality also offers its downsides. The entire educational project relies on a

specific or customizes hardware that needs especial attention to keep the technology

working. The purchase and the maintenance of the hardware are costly and sometimes,

offer different features that make it more complex for the users (ELI, 2005). Many critics
raise the questions about the efficacy of the collaboration. Even if the technology is

entirely depends on the pedagogical goal and needs, many educators still believe that it

is not an ideal solution and think that augmented reality is part of a game and not for

education (Kaufmann, 2003 and Villano, 2008).


Augmented reality is one of the numerous approaches in education that aims to

deliver the quality and efficient education for the students. It has numerous advantages

and disadvantages but promises better future for the education. Together with the

combined technology, education is never been the same because it encourages the

accessibility for the students and foster teaching of the educators. To sum it all, the

augmented reality emphasizes the connection of individuals that and drive their own

future in towards the professional world.


Davies, T., 2004. Changing Schools of Thought: Back to the Future. Research in

Education, No. 71. [Online] Available at: www.questia.com. [Accessed 28 Dec


ELI, 2005. Educause Learning Initiative 7 Things You Should Know About Augmented

Reality. Augmented Reality Advancing Learning Through IT Innovation. [Online]

Available at: http://net.educause.edu/ir/library/pdf/ELI7007.pdf. [Accessed 28 Dec


Fletcher, G., 2004. Integrating Technology Throughout Education. THE Journal, Vol. 32,

No. 3. [Online] Available at: www.questia.com. [Accessed 28 Dec 2009].

Kaufmann, H., 2003. Collaborative Augmented Reality in Education. [Online] Available

at: http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-

AR_EducationPaper.pdf. [Accessed 28 Dec 2009].

Villano, M., 2008. When Worlds’ Collide an Augmented Reality Check: Researchers Are

Ramping Up Traditional MUVEs, Developing Games That Require Students to

Uncover Solutions in Spaces Where the Real Mingles with the Virtual. THE

Journal, Vol. 35, No. 2 [Online] Available at: www.questia.com. [Accessed 28

Dec 2009].