Professional Documents
Culture Documents
net/publication/318231424
CITATIONS READS
2 137
6 authors, including:
Some of the authors of this publication are also working on these related projects:
Uso da Realidade Virtual na reabilitação de pacientes com AVC e avaliação utilizando conectividade cerebral View project
All content following this page was uploaded by Marcelo De Paiva Guimaraes on 06 July 2018.
Abstract. A tool is proposed to reduce the disparity between the state of the art
of technologies and the time of maturity required for effective implementation,
facilitating the insertion of augmented reality content into learning
management systems. This tool uses didactic material based on augmented
reality in the Sharable Content Object Reference Model (SCORM) that is a
learning object standard. We tested this tool, generating a learning object
based on augmented reality and sharing it to the Moodle platform. We also
tested and shared this object to the repository SCORM Cloud.
1. Introduction
1 IEEE-LTSC: http://www.ieeeltsc.org
2 Ariadne: http://www.ariadne-eu.org
3 IMS Global Learning Consortium: http://www.imsglobal.org
4 ADL: https://www.adlnet.gov
5 FLARAS: http://ckirner.com/faras2/
• the fact that the packaging of LOs based on AR applications promotes the
distribution and sharing of this content; and
• a case study illustrating an AR application developed with Flaras and
running in Moodle;
• a case study illustrating an LO based on AR application stored into a
repository.
This study is structured as follows. Section 2 discusses work related to this
research. Section 3 presents the way to embed an LO based on AR into an LMS and
also shows the developed packaging tool. Section 4 presents a case study of our
packaging tool. Section 5 presents the conclusion and suggests future work.
2. Related Work
Baptista et al. [3] developed a tool that packages 3D content in the COLLADA6
format to the SCORM package for use within Moodle. They used the Three.js7
JavaScript library to embed the 3D content into an HTML document. Although their
solution results in an LO based on 3D models, it is not AR content.
In [8], Gonen and Basaran dealt with the difficulty of teaching problem-solving
skills in distance physics education. They created whiteboard math (WBM) movies
that were packaged as SCORM packages and used within Moodle. A WBM movie is
a screen recording of writing along with voice/text explaining a mathematical concept
or solving a problem. In the end, they concluded, among other things, that the use of
an LMS and SCORM improves content distribution capabilities and costs as well as
the monitoring and evaluation of the students. However, it does not support AR
content.
Liu, Tan, and Chu [10] developed the Handheld English Language Learning
Organization (HELLO), a set of two systems designed to support English language
learning. One of the systems is their own LMS that handles the learning content and
offers a forum for discussion. The other is an AR application for PDAs that displays
the content and allows students to perform the assignments; it also shows an AR
virtual learning partner on top of the device's camera feed. The authors conducted a
survey that indicated that AR is useful for providing context-aware experiences in
learning activities. However, the insertion of the AR content they have created is
compatible just with their own LMS.
Also related to the usage of AR with an LMS, de la Torre et al. [14] used the
Easy Java Simulations8 (EJS) tool to develop a virtual and/or remote laboratory
(VRL) called Ball and Beam, which they later imported into Moodle using a
packaging tool they also developed, called EJSApp. They also developed other tools
to allow for more collaboration during experiments. The Ball and Beam VRL has an
AR functionality that superimposes a graphical representation of the virtual system's
6 COLLADA: https://collada.org/
7 Three.js: http://threejs.org/
8 Easy Java Simulations: http://www.um.es/fem/EjsWiki/index.php/
behavior on top of a webcam feed of the real laboratory. They conducted an
observational study that revealed a positive impact on students' learning when using
the VRL and Moodle. However, although they inserted an AR application into
Moodle, the solution does not promote content sharing.
The tool itself was developed based on NetBeans 8.0.2 for Java 7. The class
diagram in Figure 3 shows the main classes and methods involved in the packaging.
The Main class is initialized by the runtime and builds the user interface. It uses the
FileManager class to add files to the package and set their internal values (i.e., the
names of the links used in the imsmanifest.xml file). The Compresser class is used to
generate and validate the LO package file.
The third phase receives the LOs as input, and then the user can directly start step
four or share the objects in repositories. In general, when the user is importing an LO
file into a repository, it is necessary to describe their identifiers (i.e., audience, key
words, hardware software requirements). These descriptions are important because
they will be what the educator uses during a search. Normally, the repositories offer
the means for searching by topic, author, and so on.
Finally, in the fourth phase, the educator can import and publish the LO into an
LMS.
4. Case study
The AR application was developed using Flaras (the Flash Augmented Reality
Authoring System), an authoring tool created using Adobe Air. This free open-source
Flaras files
(i.e., 3D objects, images, textures, icons)
SCORM files
Validation and execution of the created LO were also published and tested in the
repository SCORM Cloud (trial version), which is an online learning environment
focused on storing and distributing e-learning content. It allowed the LO to be
uploaded without any incident. Figure 6 depicts our LO deployed and running in the
SCORM Cloud. If the LO is altered, all LMSs have it automatically updated; it does
not require that13 individual updates be sent to everyone who uses the content. This
repository also tracks how much the LO content is being used, no matter which LMS
the LO is stored in. SCORM Cloud is integrated with Moodle, so it is possible to use
a LO based on AR within Moodle courses.
5. Conclusions
Until now significant effort has been made aiming to promote the reuse of
didactic material. Even though there are several educational content repositories
available, sharing material among educators still remains an open issue. Didactic
material that follows an LO standard is a possible solution.
This paper presented a solution that allows the embedding of AR into LMSs. It
can assist teachers using AR content to improve their classes, helping the students to
understand the subjects. This proposal is based on LOs, which are didactic material
projects designed to be reusable, interoperable, accessible, and manageable. We
described a packaging tool based on SCORM, which is an LO standard.
We also introduced a case study that used our tool to create an LO based on AR
and import it into Moodle. Using this tool, students can explore content in several
different ways, allowing them to practice what they are studying in their own way.
Students can use a marker and mouse to interact with the RA content. The LO
developed was also deployed into and tested in the repository SCORM Cloud. We
believe that the use of repositories can promote the shareability of educational
content.
From the observed results, we can conclude that our tool has achieved its
purpose. As future work, we intend to improve our packaging tool interface to support
other LO standards (i.e., Tin Can API, AICC). We also aim to create AR applications
with different authoring tools and package them using our solution.
References
1. Advanced Distributed Learning: SCORM ADL Net. https://www.adlnet.gov/ adl-
research/scorm, [Online; accessed January-2017].
2. Azuma, R.T.: A survey of augmented reality. Presence: Teleoperators and Virtual
Environments (6), 355-385 (1997).
3. Baptista, F.Q., Neto, M.P., Dias, D.R.C., Guimarães, M.d.P., Brega, J.R.F.: 3D Content
Generation to Moodle Platform to Support Anatomy Teaching and Learning. In: 13th
ACS/IEEE International Conference on Computer Systems and Applications, 1-6 (2016).
4. Belliston, C.J.: Open Educational Resources. College & Research Libraries News 7(5),
284-287 (2009), http://link.springer.com/article/10.1007/s11576-012-0326-
2{\%}5Cninternal-pdf://1320/s11576-012-0326-2.html.
5. Cardoso, A., Lamounier, E.: Aplicações na Educação e Treinamento, pp. 343-357. SBC,
Brasil (2008).
6. Dede, C.: Immersive Interfaces for Engagement and Learning. Science 323(5910), 66-69
(2009), http://www.sciencemag.org/cgi/content/abstract/323/5910/66.
7. Di Serio, _A., Ib_a~nez, M.B., Kloos, C.D.: Impact of an augmented reality system on
students' motivation for a visual art course. Computers and Education 68, 585-596 (2013)
8. Gonen, S., Basaran, B.: The new method of problem solving in physics education by using
scorm-compliant content package. Turkish Online Journal of Distance Education 9(3), 112-
120 (2008).
9. Kaufmann, H.: Collaborative augmented reality in education. In: Keynote Speech at
Imagina Conference. pp. 1-4 (2003), http://www.ita.mx/files/avisos-desplegados/ingles-
tecnico/guias-estudio-abril-2012/articulo-informatica-1.pdf.
10. Liu, T.Y., Tan, T.H., Chu, Y.L.: 2d barcode and augmented reality supported english
learning system. In: 6th IEEE/ACIS International Conference on Computer and Information
Science (ICIS 2007). pp. 5-10. IEEE (2007).
11. Mahnegar, F.: Learning Management System. International Journal of Business and Social
Science 3(12), 144-151 (2012).
12. Paulsson, F., Naeve, A.: Standardized content archive management-scam-storing and
distributing learning resources. IEEE Learning Technology newsletter 5(1), 40-42 (2003)
13. Richards, G., Mcgreal, R., Hatala, M., Friesen, N.: The Evolution of Learning Object
Repository Technologies : Portals for On-line Objects for Learning. Distance Education
17(3), 67-79 (2002), http://www.ijede.ca/index.php/jde/article/view/297.
14. de la Torre, L., Guinaldo, M., Heradio, R., Dormido, S.: The Ball and Beam System: a Case
Study of Virtual and Remote Lab Enhancement with Moodle. IEEE Transactions on
Industrial Informatics PP(99), 1-1 (2015),
http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7120976.
15. Wagner, D., Barakonyi, I.: Augmented reality kanji learning. In: Proceedings -2nd IEEE
and ACM International Symposium on Mixed and Augmented Reality, ISMAR 2003. pp.
335-336. No. November 2003 (2003).
16. Wiley, D.A.: Connecting learning objects to instructional design theory: A definition, a
metaphor, and a taxonomy, pp. 343-357. AECT, Bloomington, IN (2000).