Development of Mobile Application Incorporating Augmented Reality for E-education and Training Systems
Open accessAbstract
A visual platform to help the learners to enhance their knowledge of understanding. The learners can use the application as an aiding source to increase their visual understanding of knowledge through immersive 3D objects (images) in the real-world. The 3D objects are displayed in a rendered perspective aided by multimedia to be shown to the user in the real-world environment. The end-user uses an application to view the Augmented images in the real-world. The 3D visuals give the users apparently an immersive experience through user interactive environments. Complex concepts in STEM education can be apparently be displayed in 3D visuals with ease, which can improve the understanding perspective of the individual concept displayed in Augmented Reality. In the education system, this style of learning can be drastically improvised using this source of modern technology. The product is a mobile application which can be accessed offline or online according to the need and requirements of the user. The existing educational system can be complemented with this solution to enhance the knowledge and understanding of the users with technical expertise.
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The use of 3D visuals in mobile AR applications improves comprehension by providing students with visual representations of difficult concepts.
“The use of 3D visuals in mobile AR applications further improves comprehension by providing students with visual representations of difficult concepts, thus enhancing their understanding [47].”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [47]
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Augmented reality for STEM learning: A systematic review
Ibáñez, M.-B., & Delgado-Kloos, C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.002 · Cited by 1,036 · see citing works
Meta-analysis of the impact of Augmented Reality on students’ learning gains
Garzón, J., & Acevedo, J. (2019) · Educational Research Review · doi:10.1016/j.edurev.2019.04.001 · Cited by 491 · see citing works
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Research works printed but not linked: 7
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- J. Cabero-Almenara, J. M. Fernández-Batanero, and J. Barroso-Osuna 2019 Adoption of augmented reality technology by university students Heliyon, 5(5) 10.1016/j.heliyon.2019.e01597. · DOI
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- J. Egger and T. Masood 2020 Augmented reality in support of intelligent manufacturing -A systematic literature review Comput. Ind. Eng. 140 106195.
- J. M. . M. Andújar A.; Márquez, M. A 2011 Augmented Reality for the Improvement of Remote Laboratories: An Augmented Remote Laboratory IEEE Transactions on Education," IEEE Trans. Educ. 54(3) 492-500.
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Gardeli, A., & Vosinakis, S. (2025) · Discover Education · doi:10.1007/s44217-025-00899-4 · Cited by 3 · see citing works
- Authors
- Madhankumar, S., Prawin Sankar, T. A., Shibin Thomas, S., Brundhavani, G., Paul, P., & Girishkumar, V.
- ORCID
- Madhankumar, S
- Venue
- IOP Conference Series: Materials Science and Engineering
- Publisher
- IOP Publishing
- Published
- 2021-02-01
- Volume
- 1059
- Issue
- 1
- Pages
- 012016
- ISSN
- 1757-8981 (ISSN-L)
- 1757-899X
- OpenAlex
- W3131691100
- Cited by
- 7
- References
- 2
- Citations by year
- 2025: 2 · 2024: 3 · 2022: 1 · 2021: 1
- FWCI
- 0.40
- Type
- conference paper
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- IOP Conference Series Materials Science and Engineering (publishedVersion, cc-by)
- Topics
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Physical Sciences › Computer Science › Information Systems › Mobile Learning in Education
- Keywords
- augmented reality, mobile application, online learning, STEM education, 3D visualization, immersive learning, multimedia, offline access, user interaction
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