In this research, we present FLCARA; the Frog Life Cycle Augmented Reality Application, which presents the frog life cycle stages to students as a complete three-dimensional model placed in front of them. Using printed cards representing the various stages of the frog’s life cycle, the students organize the cards to reflect the correct order of the cycle and then use the application to check if the order is correct. The results of our initial study on the usability of the application are quite promising and reflect positively on this application’s usability for the intended educational purpose.
· "FLCARA: Frog Life Cycle Augmented Reality Game-Based Learning Application." International Conference on Human-Computer Interaction. Springer, Cham, 2021. https://link.springer.com/chapter/10.1007/978-3-030-77943-6_2
In this research, we present a usability evaluation of a custom AR educational tool designed to improve students’ understanding of the similarities and differences between plant and animal cells. We argue that the design of the Augmented Reality Plant & Animal Cells (ARPAC) tool promotes a self-driven approach to learning by presenting textbook content as interactive, 3D models that can be uncovered by exploring sections of their school textbooks with our app. Preliminary results of a usability study support our initial design of a textbook-driven AR application to support learning in science subjects.
· "Augmented Reality Plant & Animal Cells: Design and Evaluation of an Educational Augmented Reality Application", Journal of Virtual Worlds Research CPF: Assembled 2019. https://journals.tdl.org/jvwr/index.php/jvwr/article/view/7382
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.
· " On the Development of A 3D Solid Shapes Augmented Reality, AUGMO: A Game-Based Learning Application", 2019 EDULEARN19, Spain. https://library.iated.org/view/KOUZI2019DEV
An Educational Augmented Reality Application for Elementary School Students Focusing on The Human Skeletal System In this study students use tablets to interact with 3D diagrams of skeletal systems and virtual buttons. Hence, students will be able to visualize concepts more effectively while using AR technology as a supplement for learning about skeletal systems using a static textbook.
· "An Educational Augmented Reality Application for Elementary School Students Focusing on The Human Skeletal System", 2019 IEEE VR Fourth Workshop on K-12+ Embodied Learning through Virtual & Augmented Reality (KELVAR), Japan. https://ieeexplore.ieee.org/document/8798058
Moving to a new country has its challenges, from adjusting to new ways of life, to planting your roots in a new setting. El Kouzi found himself working various jobs such as working in retail and as a technology instructor at the Ottawa Chinese Community service. In 2017, he made the decision to continue his education in Canada after receiving an email from Employment Centre mentioning that the IT department at Carleton University was having an information session...Read more about my story and my research on newcomer children’s behavioural adaption. And how I was looking for digital technology solutions for the problems they experience that are focused on game-based learning and digital storytelling. Follow the below link https://gradstudents.carleton.ca/2019/grad-research-helping-children-have-an-easier-time-when-moving-to-a-new-country/
The purpose of this thesis 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. We have developed an educational game called New Beginning that sought to help newcomer tweens learn more about selected behavioural issues. The game includes social behaviour advice. 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 game more useful and enjoyable than the brochure. As such, the study confirmed the potential value of educational games in enhancing newcomer children's social adjustment compared to conventional methods. Please read more about this research on :https://curve.carleton.ca/62c1fb6e-f592-4323-a8b1-9e362c17b888
Algonquin College, Canada 9/2019-Still
Queen's University, Canada 9/2022-Still
Carleton University, Canada 9/2017-12/2021
Operation Associate, Key Holder
Saks off 5th avenue, Canada 8/2016-9/2017
Ottawa Chinese Community Service Centre (OCCSC), Canada 1/2017 – 9/2017
Computer Instructor, (for the grades 6 till 11)
Lebanese School in Qatar, Qatar 9/ 2012 – 6/2016
Computer Instructor, (for the grades one till 9)
Hariri School, Beirut, Lebanon 9/2007 – 6/2012
Computer Instructor (part-time)
C&M College, Beirut, Lebanon 9/ 2005 – 6/2008
Izzat Daouk & Sons, Lebanon 6/2004 – 9/2007
ELC (Early Learning Centre) Beirut, Lebanon 9/2002 –6/ 2004
Queen's University, Canada
Carleton University, Canada
Global Tech Council
Certified by Microsoft cooperation.
Lebanese American University, Lebanon
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