Crafting Immersive Learning Experiences

Educational Projects

Innovative educational apps and games for elementary school students and newcomers.

DEVELOPMENT OF 3D SOLID SHAPES IN AUGMENTED REALITY, AUGMO: A GAME-BASED LEARNING APPLICATION


This study presents an Augmented Reality Educational Application named AUGMO. The application inspires interaction and permits content flexibility, self-evaluation and can be successfully implemented for learning and development in the classroom. Our study successfully helped elementary school students (Grade one) learn about 3D Solid Shapes by introducing them to AR technologies. AUGMO allowed students to interact with 3D Solid Shapes models and learn similarities and differences while just using a tablet, a picture, and their hands. The results show that most students think that AUGMO assisted them to visualize and understand better about solid shapes.

Cultural Adjustment Games

The purpose of this study is to investigate the role of educational computer games as a tool to help newcomer children adjust socially. One of the tense conditions which the newcomer children face is experiencing difficulties in understanding the right behaviour in the new place of living. I created two educational games called: New Beginning and Stronger Together that sought to help newcomer tweens learn more about selected behavioural issues. The participating children were assigned either to play the computer game or to read a brochure related to the topic. Analyzing the pre and post questionnaires for both game group and brochure group showed that while the brochure found to be easy to read, children found the digital games more useful and enjoyable than the brochure.

https://repository.library.carleton.ca/concern/etds/cv43nx77d

AR Plant & Animal Cells

Imagine transforming complex scientific concepts into interactive, three-dimensional experiences. Our ARPAC tool does just that by bringing plant and animal cells to life through augmented reality. By seamlessly integrating with traditional textbooks, students can explore the intricacies of cellular biology in an engaging and immersive way. Our research has shown that ARPAC empowers students to become active learners, fostering a deeper understanding of these fundamental biological structures. This innovative approach marks a significant step forward in educational technology, demonstrating the potential of augmented reality to enhance learning outcomes across various subjects.

https://jvwr-ojs-utexas.tdl.org/jvwr/article/view/7382

FLCARA App

Our innovative FLCARA application brings the frog life cycle to life through the power of augmented reality. By transforming printed cards into interactive 3D models, students can actively engage in learning the intricate stages of a frog's development. This hands-on approach encourages critical thinking and problem-solving as students sequence the life cycle cards correctly before bringing the virtual models to life. Our initial research has demonstrated the exceptional usability and educational effectiveness of FLCARA, making it a promising tool for enhancing science education.

https://link.springer.com/chapter/10.1007/978-3-030-77943-6_2

Educational Science AR Application for Elementary School students

Discover a new era of education with our groundbreaking Augmented Reality (AR) application designed specifically for elementary school students. By merging the physical world with digital technology, we bring the human skeletal system to life in an interactive and engaging way. Our app empowers young learners to explore complex anatomical structures through 3D models, fostering a deeper understanding of the human body. Through hands-on interaction with virtual buttons, students can manipulate and examine skeletal systems in unprecedented detail. Our research demonstrates that AR technology can significantly enhance learning outcomes, making complex subjects accessible and enjoyable for young minds.

Work in Progress

1) The study outlines the development of an augmented reality application designed to aid children with speech delays. The app aims to create an engaging and effective speech therapy tool.

2) This paper introduces FrogAR_Connect ( 2nd version of FLCARA), an augmented reality application designed to foster collaboration and engagement in elementary classrooms.

My Proud Achievement: Educational River

I am immensely proud of what I have accomplished with Educational River, a company that I founded and have diligently nurtured to grow. As the owner and driving force behind this initiative, it is incredibly fulfilling to see the positive impact we are beginning to make.

Educational River is cutting its way to becoming a beacon of support for parents, teachers, students, and businesses. Our mission is to provide innovative AI technology that enhances productivity and fosters creativity. Whether it's through educational tools, interactive games, or AI solutions for business efficiency, we are committed to bringing forward-thinking resources to our community.

Our journey is just beginning, and I am excited about the potential and future developments that lie ahead. I invite you to explore Educational River and join us in our quest to inspire and empower the next generation.