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Augmented Reality Application to Develop a Learning Tool for Students: Transforming Cellphones into Flashcards

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Objectives: Flashcards are one of the most popular and optimized ways to learn factual knowledge and improve memoryperformance. Students of modern age, who use smart technology and mobile devices in their daily lives, often lack the timeand motivation to create and use flashcards effectively. We aim to use the inseparable relationship between university studentsand their smartphones to create new options for higher education, converting their cellphones into flashcards. We haveused this new technology to develop a simple application (app) to convert the smart mobile devices of students into flashcards. Methods: We have developed an augmented reality (AR) flashcard application using Unity3D, which requires the userto identify a target image. Once the target image is identified, it can be replaced by any other digital output, i.e., 2D image, 3Dmodels, or videos. We used images of histological sections of oral mucosa, which dentistry students study as a part of an oralbiology course. Results: The AR flashcard application worked on both iOS and Android systems. It was able to detect the targetimage and replace it with the output image on the device screen. Conclusions: Using this application, students will be ableto independently learn and self-test their learning at their own convenience. Instructors can use the application to provideadditional study aids for the students. Our application, which is being developed as a pilot project, will be expanded and appliedas a learning tool for students studying dentistry at the University of Alberta.

Abstract

Objectives: Flashcards are one of the most popular and optimized ways to learn factual knowledge and improve memoryperformance. Students of modern age, who use smart technology and mobile devices in their daily lives, often lack the timeand motivation to create and use flashcards effectively. We aim to use the inseparable relationship between university studentsand their smartphones to create new options for higher education, converting their cellphones into flashcards. We haveused this new technology to develop a simple application (app) to convert the smart mobile devices of students into flashcards. Methods: We have developed an augmented reality (AR) flashcard application using Unity3D, which requires the userto identify a target image. Once the target image is identified, it can be replaced by any other digital output, i.e., 2D image, 3Dmodels, or videos. We used images of histological sections of oral mucosa, which dentistry students study as a part of an oralbiology course. Results: The AR flashcard application worked on both iOS and Android systems. It was able to detect the targetimage and replace it with the output image on the device screen. Conclusions: Using this application, students will be ableto independently learn and self-test their learning at their own convenience. Instructors can use the application to provideadditional study aids for the students. Our application, which is being developed as a pilot project, will be expanded and appliedas a learning tool for students studying dentistry at the University of Alberta.

참고문헌 (17)

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