Litcius/Paper detail

Experience Fleming’s rule in Electromagnetism Using Augmented Reality: Analyzing Impact on Students Learning

Harun Harun, Neha Tuli, Archana Mantri

2020Procedia Computer Science48 citationsDOIOpen Access PDF

Abstract

Education trends are changing from traditional teaching to Electronic-learning and Mobile-learning. Through the development of information and communication technology, many e-learning systems were developed but, they lack in terms of user interaction. This affects student's learning, motivation, performance, thinking level, technical skills, and expertise. The accessibility of practical labs in science and engineering education with expensive equipment and apparatus is restricted for a limited amount of time for large number of students. According to the previous research, it was found that there are fewer studies in the field of electromagnetism by using Augmented Reality (AR) application. Moreover, students are facing difficulties to understand Fleming's rule and for this, no practical experiment is available in the physics lab. The solution to overcome these problems is through the use of Augmented Reality (AR) and Virtual Reality (VR) labs. In this research the Concept of Fleming's rule in Electromagnetism is explained by using AR technique and the visualization of magnetic field lines, electric current and force exerted on current-carrying conductor has been done. The efficiency of the proposed system was calculated and team-based activity among secondary and applied engineering students was analyzed. The knowledge gain by the students was measured using the pre-test and post-test method. The outcomes of this research revealed that AR technology was more efficient in enhancing students' knowledge in the field of Electromagnetism. The investigation also suggests that AR application helps the students to gain higher flow understanding levels than those attained by a web-based application.

Topics & Concepts

Augmented realityComputer scienceElectromagnetismTest (biology)Field (mathematics)VisualizationVirtual realityTeaching methodHuman–computer interactionMathematics educationMultimediaArtificial intelligenceMathematicsPhysicsPure mathematicsQuantum mechanicsBiologyPaleontologyAugmented Reality ApplicationsMobile Learning in EducationVirtual Reality Applications and Impacts