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Empowering Education Through Marker-Based Augmented Reality: Bridging Gaps in Quality and Accessibility

Valdivia Rodriguez J.P.; Duarte E.V. · IEEE Andescon, ANDESCON 2024 - Proceedings (2024) · DOI: 10.1109/andescon61840.2024.10755919

Resumen

The purpose of this study is to investigate how the implementation of Augmented Reality, specifically in the context of a core computing course, can improve student learning outcomes, particularly when faced with limited resources. The research aims to provide insights into the effectiveness and feasibility of Augmented Reality in addressing socio-economic disparities in educational access. The study utilizes a marker-based AR system developed with Vuforia, UNITY, and Blender. An experimental group exposed to AR is compared with a control group taught through traditional lectures. Student learning outcomes are measured through post- tests, and the System Usability Scale (SUS) is employed to evaluate the application's usability. Results indicate a significant improvement in learning outcomes for the experimental group, demonstrating the potential of Augmented Reality in overcoming resource limitations. Additionally, the usability evaluation shows an average score of 84.6, reflecting the of the augmented reality application. This research contributes to the literature by showcasing the positive impact of augmented reality on student learning in the computing field, particularly in resource-constrained environments. It extends existing studies by focusing on the socio-economic challenges in some other countries and provides practical insights into implementing augmented reality as a cost-effective solution.