Smirthya Somaskantha Iyer, S. Kamalakkannan, A. Kulatunga
{"title":"Integration of Augmented Reality With Blended Learning to Educate Manufacturing and Industrial Engineering: A Conceptual Framework","authors":"Smirthya Somaskantha Iyer, S. Kamalakkannan, A. Kulatunga","doi":"10.1109/SKIMA57145.2022.10029671","DOIUrl":null,"url":null,"abstract":"The quality of the student's learning process has always been a concern and the educational paradigm requires a change in the method of the teaching and learning process to improve the quality of the education system. As such, there are a variety of modern teaching and learning methods currently in use that include traditional classroom methods, online learning, learning management systems (LMS), and massive open online courses (MOOCs), and this paves the way for blended learning (BL). In that respect, BL is capable and can provide extensive knowledge and experience beyond current conventional BL practices. Accordingly, there are many advanced technologies and tools, especially Augmented Reality (AR) and Virtual Reality (VR) supporting the teaching and learning process, which can be integrated with BL practice. Hence, integrating AR technologies along with BL will be the advancement of current BL practice. Accordingly, this study aims to integrate AR with BL to educate Manufacturing and industrial engineering as a conceptual framework. The main focus of this study is to conceptualize a development of an AR application that can be used to achieve higher-order level manufacturing and industrial engineering knowledge both at home and in classroom environments. Consequently, the AR application will be incorporated through a QR code and LMS, enabling students to experience and understand the curriculum from anywhere on a digital platform, especially in home and classroom environments.","PeriodicalId":277436,"journal":{"name":"2022 14th International Conference on Software, Knowledge, Information Management and Applications (SKIMA)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 14th International Conference on Software, Knowledge, Information Management and Applications (SKIMA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SKIMA57145.2022.10029671","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The quality of the student's learning process has always been a concern and the educational paradigm requires a change in the method of the teaching and learning process to improve the quality of the education system. As such, there are a variety of modern teaching and learning methods currently in use that include traditional classroom methods, online learning, learning management systems (LMS), and massive open online courses (MOOCs), and this paves the way for blended learning (BL). In that respect, BL is capable and can provide extensive knowledge and experience beyond current conventional BL practices. Accordingly, there are many advanced technologies and tools, especially Augmented Reality (AR) and Virtual Reality (VR) supporting the teaching and learning process, which can be integrated with BL practice. Hence, integrating AR technologies along with BL will be the advancement of current BL practice. Accordingly, this study aims to integrate AR with BL to educate Manufacturing and industrial engineering as a conceptual framework. The main focus of this study is to conceptualize a development of an AR application that can be used to achieve higher-order level manufacturing and industrial engineering knowledge both at home and in classroom environments. Consequently, the AR application will be incorporated through a QR code and LMS, enabling students to experience and understand the curriculum from anywhere on a digital platform, especially in home and classroom environments.