Challenges of teaching digital media art using augmented reality
List of Authors
  • Hammuzamer Irwan Hamzah , Liu Yuxiao

Keyword
  • augmented reality, digital media art, education, challenges, pedagogy

Abstract
  • This paper examines the challenges associated with incorporating augmented reality into the teaching of digital media art. The research problem addressed in this study is the challenges associated with integrating augmented reality (AR) into digital media art education. The study explores the technical requirements, learning curve, infrastructure and connectivity issues, content creation challenges, pedagogical adaptation, assessment and evaluation methods, and considerations for accessibility and inclusion. The paper highlights the need for educators to navigate the complexities of AR technology, develop appropriate instructional approaches, and ensure equal opportunities for all students. This research adapted literature reviews, data analysis, synthesis, and recommendations for the research methodology. The findings shed light on the potential obstacles faced by educators and offer insights into addressing these challenges in the context of teaching digital media art using augmented reality.

Reference
  • 1. S. Benford, C. Magerkurth, and P. Ljungstrand, "Bridging the physical and digital in pervasive gaming," Springer, 2005.

    2. M. Billinghurst and A. Duenser, "Augmented reality in the classroom," Computer, vol. 45, no. 7, pp. 56-63, 2012.

    3. C. Dede, "Immersive interfaces for engagement and learning," Science, vol. 323, no. 5910, pp. 66-69, 2009.

    4. A. Dünser, R. Grasset, and M. Billinghurst, "The potential of mobile augmented reality for contextual information delivery in museums," Journal of Virtual Reality and Broadcasting, vol. 5, no. 1, 2008.

    5. C. Eccleston and R. Tolley, "The challenges of mobile Augmented Reality for education," British Journal of Educational Technology, vol. 43, no. 5, pp. 820-828, 2012.

    6. V. Geroimenko and H. Chen, "Augmented reality: Challenges ahead," in Augmented reality: from theory to practice, Springer, 2004, pp. 1-8.

    7. E. Klopfer and K. Squire, "Environmental detectives-the development of an augmented reality platform for environmental simulations," Educational Technology Research and Development, vol. 56, no. 2, pp. 203-228, 2008.

    8. T. A. Mikropoulos and A. Natsis, "Educational virtual environments: A ten-year review of empirical research (1999–2009)," Computers & Education, vol. 56, no. 3, pp. 769-780, 2011.

    9. H. K. Wu and Y. M. Huang, "Effects of augmented reality on student achievement and self-efficacy in vocational education," Journal of Science Education and Technology, vol. 25, no. 2, pp. 289-301, 2016.

    10. H. K. Wu, S. W. Y. Lee, H. Y. Chang, and J. C. Liang, "Current status, opportunities and challenges of augmented reality in education," Computers & Education, vol. 62, pp. 41-49, 2013.

    11. I. Radu, "Augmented reality in education: A meta-review and cross- media analysis," Personal and Ubiquitous Computing, vol. 18, no. 6,

    12. pp. 1533, 2014.

    13. S. C. Yuen and G. Yaoyuneyong, "Augmented reality: An overview and five directions for AR in education," Journal of Educational Technology Development and Exchange, vol. 4, no. 1, pp. 119-140, 2011.

    14. S. A. Yu, S. T. Yang, and N. S. Chen, "A review of using augmented reality in education from 2005 to 2011," Journal of Educational Technology & Society, vol. 15, no. 2, pp. 11-20, 2012.

    15. J. Sáez-López, R. Cózar, J. A. González-Calero, and C. G. Carrasco, "Augmented Reality in Higher Education: An Evaluation Program in Initial Teacher Training," Education Sciences, vol. 10, no. 2, pp. 26, 2020.

    16. Y. Deng, "Discussion on the Teaching of Digital Media Art Based on 'Internet Plus'," in International Conference on Advanced Sciences and Engineering (ICASE), 2020, pp. 1-6.

    17. G. Molnár, Z. Szűts, and K. Biró, "Use of Augmented Reality in Learning," Acta Polytechnica Hungarica, vol. 15, no. 5, pp. 209-222, 2018.

    18. M. Bekele, R. Pierdicca, E. Frontoni, E. Malinverni, and J. Gain, "A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage," Journal on Computing and Cultural Heritage, vol. 11, no. 4, pp. 1-36, 2018.

    19. T. P. Rocha, D. Pinto, P. Carvalho, and J. Barroso, "Designing augmented reality cards as an educational resource to teach Portuguese Sign Language," in Third International Conference on Digital Creation in Arts, Media and Technology (ARTeFACTo), Macao, Macao, 2022, pp. 1-6.

    20. A. Nanthanasit and N. Wongta, "Approach augmented reality real-time rendering for understanding light and shade in art education," in International Conference on Digital Arts, Media and Technology (ICDAMT), Phayao, Thailand, 2018, pp. 71-74.

    21. H. Vardhan, A. Saxena, A. Dixit, S. Chaudhary, and A. Sagar, "AR Museum: A Virtual Museum using Markerless Augmented Reality System for Mobile Devices," in 3rd International Conference on Issues and Challenges in Intelligent Computing Techniques (ICICT), Ghaziabad, India, 2022, pp. 1-6.

    22. M. Ati, K. Kabir, H. Abdullahi, and M. Ahmed, "Augmented reality enhanced computer-aided learning for young children," in IEEE Symposium on Computer Applications & Industrial Electronics (ISCAIE), Penang, Malaysia, 2018, pp. 129-133.

    23. N. A. A. Bakar, A. N. Zulkifli and N. F. F. Mohamed, "The use of multimedia, Augmented Reality (AR) and Virtual Environment (VE) in enhancing children's understanding of road safety," IEEE Conference on Open Systems, Langkawi, Malaysia, 2011, pp. 149-154, doi: 10.1109/ICOS.2011.6079288.

    24. S. B. Zaibon, U. C. Pendit and J. A. Abu Bakar, "User requirements on mobile AR for cultural heritage site towards enjoyable informal learning," in Asia Pacific Conference on Multimedia and Broadcasting, Bali, Indonesia, 2015, pp. 1-7, doi: 10.1109/APMediaCast.2015.7210289.