THE DEVELOPMENT OF MOBILE APPLICATIONS FOR AUGMENTED REALITY FOR THREE-DIMENSIONAL MODELS IN ENGINEERING GRAPHICS STUDYING
PDF (Ukrainian)

Keywords

electronic model
augmented reality
mobile app
Unity3D
Vuforia
testing
resource-based learning; mobile learning

How to Cite

[1]
O. V. Kanivets, Kanivets I. М., N. V. Kononets, and Gorda T. М., “THE DEVELOPMENT OF MOBILE APPLICATIONS FOR AUGMENTED REALITY FOR THREE-DIMENSIONAL MODELS IN ENGINEERING GRAPHICS STUDYING”, ITLT, vol. 79, no. 5, pp. 213–228, Oct. 2020, doi: 10.33407/itlt.v79i5.3217.

Abstract

The article deals with the issue on the implementation of mobile learning within the framework of the introduction of the concept of resource-based learning in higher education. Based on research analysis, it is concluded that mobile learning is interpreted as a form of resource-based learning and is considered as a system of organizational and didactic measures based on the use of mobile information and communication technologies and mobile pedagogical software tools. It is noted that one of the directions of the implementation of the concept of resource-based learning at a higher school is the development of such mobile pedagogical software tools that will increase the quality of professional training of specialists, in particular, technical specialties. The analysis of the teaching methods used during the study of general technical disciplines made it possible to draw an analogy between physical and electronic models and to substantiate the development of software for the development of spatial thinking of students of technical specialties. A methodology for creating mobile applications for augmented reality is provided, the main stages of the development of the application of the augmented reality, from the installation of the game engine to its testing and demonstration of work, are covered. Particular attention is paid to writing and justifying each line of scripts. The Augmented Reality Program mobile app for mobile devices, which implements the augmented reality, is presented. The created mobile application scans, recognizes the marker and displays the electronic product model on the screen of the mobile device. It was found out that the program of the augmented reality can be used as a mobile pedagogical program to support both students’ independent work and their classroom activity in higher education institutions.

PDF (Ukrainian)

References

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