TY - GEN
T1 - A Marker-Based Augmented Reality Application to Teach Chemistry to Indian Students
AU - Seetharam, Anirudh
AU - Kumar, Tarun
AU - Gupta, Harshit
AU - Bhaumik, Rahul
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.
PY - 2024
Y1 - 2024
N2 - This paper addresses the problem of insufficient practical learning caused by limited laboratory facilities in Indian educational institutions by employing a marker-based augmented reality (AR) application called ‘ChemARcade’. This is for students studying under different educational boards to visualise and perform chemistry experiments in their environment. According to a recent report, the availability and quality of integrated science laboratories in Indian secondary schools vary significantly, with challenges such as funding, safety concerns, and teacher shortages. Primary research was conducted in the form of focus groups and interviews with middle school and high school students and teachers to gather insights. A framework is proposed that combines technology integration, engagement, and standardisation to create an enhanced educational experience. The AR prototype is developed on the Vuforia Engine Software Development Kit available on the Unity platform. A mockup of the application is made on Figma for students to select their educational board and grade. Furthermore, the application has an element of gamification where students can unlock mystery chemicals by completing experiments, to keep them motivated. To conclude, ChemARcade offers a solution to India’s laboratory facility challenges by utilising AR and gamification to enhance chemistry education. Future work should include expanding the application to cover a wider range of educational boards, enhancing gamified content, and ensuring accessibility for all students.
AB - This paper addresses the problem of insufficient practical learning caused by limited laboratory facilities in Indian educational institutions by employing a marker-based augmented reality (AR) application called ‘ChemARcade’. This is for students studying under different educational boards to visualise and perform chemistry experiments in their environment. According to a recent report, the availability and quality of integrated science laboratories in Indian secondary schools vary significantly, with challenges such as funding, safety concerns, and teacher shortages. Primary research was conducted in the form of focus groups and interviews with middle school and high school students and teachers to gather insights. A framework is proposed that combines technology integration, engagement, and standardisation to create an enhanced educational experience. The AR prototype is developed on the Vuforia Engine Software Development Kit available on the Unity platform. A mockup of the application is made on Figma for students to select their educational board and grade. Furthermore, the application has an element of gamification where students can unlock mystery chemicals by completing experiments, to keep them motivated. To conclude, ChemARcade offers a solution to India’s laboratory facility challenges by utilising AR and gamification to enhance chemistry education. Future work should include expanding the application to cover a wider range of educational boards, enhancing gamified content, and ensuring accessibility for all students.
KW - Augmented reality
KW - Education
KW - Gamification
UR - https://www.scopus.com/pages/publications/85196741030
U2 - 10.1007/978-981-97-1326-4_34
DO - 10.1007/978-981-97-1326-4_34
M3 - Conference contribution
AN - SCOPUS:85196741030
SN - 9789819713257
T3 - Lecture Notes in Networks and Systems
SP - 415
EP - 435
BT - Smart Trends in Computing and Communications - Proceedings of SmartCom 2024
A2 - Senjyu, Tomonobu
A2 - So–In, Chakchai
A2 - Joshi, Amit
PB - Springer Science and Business Media Deutschland GmbH
T2 - 8th International Conference on Smart Trends in Computing and Communications, SmartCom 2024
Y2 - 12 January 2024 through 13 January 2024
ER -