ePrints@IIScePrints@IISc Home | About | Browse | Latest Additions | Advanced Search | Contact | Help

A Marker-Based Augmented Reality Application to Teach Chemistry to Indian Students

Seetharam, A and Kumar, T and Gupta, H and Bhaumik, R (2024) A Marker-Based Augmented Reality Application to Teach Chemistry to Indian Students. In: 8th International Conference on Smart Trends in Computing and Communications, SmartCom 2024, 12 January 2024through 13 January 2024, Pune, pp. 415-435.

Full text not available from this repository.
Official URL: https://doi.org/10.1007/978-981-97-1326-4_34

Abstract

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. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.

Item Type: Conference Paper
Publication: Lecture Notes in Networks and Systems
Publisher: Springer Science and Business Media Deutschland GmbH
Additional Information: The copyright for this article belongs to Springer Science and Business Media Deutschland GmbH.
Keywords: Augmented reality; Software design; Software prototyping, Augmented reality applications; Chemistry experiments; Educational institutions; Fundings; Gamification; Laboratory facilities; Safety concerns; Science laboratories; Secondary schools; Teachers', Students
Department/Centre: Division of Mechanical Sciences > Department of Design & Manufacturing (formerly Centre for Product Design & Manufacturing)
Date Deposited: 31 Jul 2024 05:18
Last Modified: 31 Jul 2024 05:18
URI: http://eprints.iisc.ac.in/id/eprint/85740

Actions (login required)

View Item View Item