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Augmented Reality to support education in Industry 4.

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Antonio Cazzolla, Rosa Lanzilotti, Teresa Roselli, and Veronica Rossano

Abstract— Game-based learning is one of the most Also students should understand that schools cannot give
widespread approaches in educational and training processes. them all the knowledge and skills required by the job market,
The success of the integration of the entertainment dimension in they should be able to learn by themselves. Future workers
learning has been largely documented. It is important to make will need to be highly trained in the emerging technologies
the learning process attractive not only for kids but also for but also, as importantly, in the values associated with using
adults who need to acquire new knowledge and skills to be in line
with the new competences required by the job market. Thus, in
those technologies (https://restart-project.eu/industry-4-0-
line with the requirements of Industry 4.0, all companies, impact-education/).
especially the smallest ones, should upgrade their work processes Following this trend, the paper presents an Augmented
to permit to keep up with larger and technologically advanced Reality (AR) application to support teaching of geometry in a
companies. In this context, the Competences Lab for Industry primary school. The application is a proof of concept to prove
4.0 (C-LAB 4.0) project aims to define a participatory model for that AR could be successful in educational processes, and thus
the promotion of educational and training processes supported effective in supporting professional training in Industry 4.0.
by a game simulation solution. The article presents an The remainder of the paper is organized as follows: Section II
application for geometric solids developed as proof-of-concept of introduces the Augmented Reality topic and describes some
the use of Augmented Reality (AR) in educational contexts. A experiences in educational settings; Section III presents the C-
comparative study proves the learning effectiveness of the Lab 4.0 project; Section IV illustrates the AR application to
defined AR application used as support in a traditional learning
support teaching of basic geometric solid figures and Section
context.
V reports the comparative study carried out to investigate the
effectiveness, the perceived workload and the engagement of
I. INTRODUCTION students in using the application. Concluding remarks and
future directions are outlined in Section VI.
Game-based learning is the use of game to support learning
and teaching activities [1]. There are many experimental II. BACKGROUND
evidences confirming the validity of this approach both with Augmented Reality (AR) [16] allows user to be completely
children and adults [2, 3, 4, 5]. In the latest years, the Serious immerse inside a synthetic environment. It is an interactive
Games, i.e. videogame or simulated games used to transmit graphics system capable of overlapping information levels on
and support knowledge and skills acquisition [6], are largely reality; it allows to alter a flow of video images, adding in
used in different contexts, such as health care [2, 7, 8, 9], real-time information and artificial contents in addition to
environment sustainability [10, 11, 12], marketing [13]. reality. The main objective is to enrich sensory activities and
Serious games can be effective in corporate training since stimulate emotional factors in users in order to improve their
they can help the company to be more efficient, can improve involvement in performing a task. Lara Jongedijk,
staff competences and allow workers to be more flexible [14]. Researcher, Instructional Design at University of
In addition, the game improves the level of motivation and Calgary states [17]: “Augmented reality (AR) is an
engagement of trainees, who may be disappointed by having environment where a real life is enhanced by virtual elements
to undergo training, since they can have an active role during in real time. The purpose of AR is to enhance the information
the course [1]. we naturally receive through our five senses, by adding
In the context of Industry 4.0, the serious games can be a superimposed, constructed virtual elements to bring
successful approach to renew the knowledge and skills of complementary information and meaning that may not be
workers. Industry 4.0 refers to the fourth industrial revolution. possible by natural means.”
It concerns the digitalization of all the processes that take The term Augmented Reality (AR) was coined in the early
place in all aspects of business and industry. The Industry 4.0 90's, but the first system able at increasing and improving
requires that workers acquire new abilities and knowledge. reality was created in 1962 by Morton Heiling [18], who
The Industry 4.0 workers should be problem solvers, critical develops Sensorama, whose aims was to simulate a
thinkers, innovators, and communicators [15]. They should be motorcycle riding through New York. The machine was able
more creative to adapt themselves to new working scenarios to stimulate the human senses, through hearing, smell,
that will be in constant evolution during the next few years. vibration, and wind. Despite the excessive costs, from that

*Research supported by C-Lab 4.0 project founded by Apulia Region. T. Roselli is with the Department of Computer Science, University of Bari
A. Cazzolla is M.Sc. in Computer Science at the Department of Computer Aldo Moro, Bari, Italy (e-mail: teresa.roselli@uniba.it).
Science, University of Bari Aldo Moro, Bari, Italy. V. Rossano (corresponding author) is with the Department of Computer
R. Lanzilotti is with the Department of Computer Science, University of Science, University of Bari Aldo Moro, Bari, Italy (e-mail:
Bari Aldo Moro, Bari, Italy (e-mail: rosa.lanzilotti@uniba.it). veronica.rossano@uniba.it).

978-1-7281-2464-3/19/$31.00 ©2019 IEEE


moment on, many ideas have been developed precursors of the manage business data and open data sector, to simulate game
latest devices, such as eyeglasses, heads-up display, contact scenarios to train employees in Industry 4.0 themes. The C-
lenses, and so on. From a software point of view, different Lab 4.0 framework will provide the infrastructure and the
solutions have been implemented in several contexts, e.g. algorithms to extract data and generate simulations of
visual art, architecture, commerce, and so on. The most proposed cases.
commonly used AR applications are those based on mobile Intended users of the framework will be workers of small
devices, which involve the use of smartphones or tablets, and companies, which need to convert their business processes, as
require hardware and software for geolocation (GPS) and well as workers who need to relocate and retrain, and school
magnetism (compass), as well as the classic camera and a
students who will enter into job market in the short term. For
connection for sending and receiving data.
this reason, the project provides for a broad partnership that
AR based on mobile devices is widely used in learning because includes both private companies and public authorities
it allows to combine the added value of the game within a involved in research for the application of the most innovative
situated-learning [19] and enables learners to be involved in an methodologies in technology and science. In particular, the
almost-real experience. Last but not least, applying AR in TELL laboratory of the Department of Computer Science at
learning settings using smartphones and tablets is not the University of Bari, which conducts research in the field of
expensive. EcoMOBILE project [20], for example, combines Technology-Enhanced Learning, aims at designing and
the AR with situated learning, in order to acquire skills about implementing virtual technological environments, or
understanding and interpretation of water quality components, that support the learning/teaching process.
measurements. Students using a mobile app were required to Within this project, the research lab is investigating whether
navigate the pond environment and to observe virtual media
AR technology can be suitable for game scenarios. As a
and information overlaid on the physical pond. They should
collect water quality measurements using the information proof-of-concept, a game using augmented reality for
supplied in the system. The AR was used to support learning geometry was created and evaluated with primary school
of basic principles of electromagnetism [20]. The AR-lesson students.
in this study was compared with a web-based lesson to IV. AR APPLICATION FOR BASIC SOLID FIGURES
measure both the effectiveness of the two approaches and the
student enjoyment. The lessons asked students to build an The main objective of this research was to develop a first
electromagnetic circuit, which involved basic principles of prototype of an AR application for learning. This allowed us
electromagnetism. The results confirmed that students using both to gain experience with the technology and to measure
the AR-based lesson had more positive moods following the how effective it could be in terms of learning. In particular, the
learning activities and performed significantly better than developed application supports a traditional lesson on solid
those using the web-based lesson, confirming that AR helps to geometry, using AR technology. The aim is to allow students
make learning more effective. Construct3D is an AR to study solids and see their three dimensions. This will help
application to support mathematics and geometry education them to understand the idea of solids earlier and more easily
[22]. The experiment pointed out that the use of AR can than using the two-dimensional method usually adopted in the
enhance students understanding about the three-dimensional textbooks. The added value of using AR in this area is the
geometry. possibility for students to observe the solid from different
perspectives. The application enables users to visualize the
Following these experiences, the research conducted and solid by capturing a specific target image with the camera of
herein described aimed at designing and building an AR the mobile device. The solid figures included are: the cube, the
application to support the acquisition of knowledge about cone, the cylinder, the sphere, the parallelepiped, and the
basic solid geometric figures and the spatial skills acquisition, pyramid (Figure 1).
such as spatial perception, spatial visualization, mental
rotations, spatial relations and spatial orientation. This app was
designed and developed as a proof-of-concept, in order to
evaluate if the AR could be effective in learning contexts, and
then applied to Industry 4.0 in the project C-Lab 4.0.
III. C-LAB 4.0 PROJECT
The C-LAB 4.0 project aims to create a game-simulation
framework that is able to generate game-based learning tools
personalized to the specific business and role of users by using
recommended techniques [23]. The final objective of the
game will be the acquisition and the enhancement of skills
related to Industry 4.0.
The software to be developed will be able to exploit the
knowledge of the company's production processes, to
generate simulations of real cases within a serious training
game. The game will be customized in accordance with the
company's identified themes and specific professional figures
in training. In other words, the framework will be able to
Figure 1. The menu to choose the solid figure: cube, cone, cylinder,
sphere, parallelepiped, and pyramid.
A. Participants and Design
During the visualization of the solid pupil can interact with
the object using zoom in and zoom out functionalities, and to The study involved 96 pupils (51 boys, 45 girls) of the 3rd
pause the rotation to observe the solid accurately (Figure 2). grade of primary school of city near Bari. All participants had
already acquired, in previous traditional teaching activities,
knowledge and skills related to geometric solids.
A within-subject design was performed, with the learning
method as an independent variable and two within-subject
factors, i.e., AR, Traditional. The participants were randomly
organized in 2 groups.
B. Procedure
Initially, all participants underwent a pre-test consisting of 10
questions/exercises. Participants had about 30 minutes to
answer the questions independently. The tests were
anonymous. At the end of the test, the participants attended a
lesson on geometric solids (cube, cone, cylinder, sphere,
pyramid, parallelepiped). A PowerPoint presentation was
used in this phase. The lesson was held by their teachers.
Subsequently, the actual experimental phase took place. The
pupils were divided into small groups (4 or 5 children). Each
group had the target image and a tablet with the installed
Figure 2. The functionalities available on each solid figure.
application. A leader was defined for each group, who
interacted with the tablet; the expected duration of use of the
application was about 30 minutes.
To enable pupils to fully understand the concepts about the At the end of the interaction with the AR game application, a
basic geometric solids, also some microlearning lessons are comparison phase consisting of observations and
supplied. The video-lessons last about 2 minutes each, they conceptualization took place.
show all the real objects which have the shape of selected solid A few days after the experimental phase, all participants were
and its representation on two-dimensions (Figure 3). given a post-test structured as the pre-test. Both the tests were
revised by the teacher, who assigned a total score from 0 to
10 (1 point for each correct answer). At the end of the post-
test, questionnaire containing 18 questions aiming at
measuring cognitive load and user engagement was
administered.
The last phase was focused on observations of the pupils and
discussions between them and the observer to obtain feedback
and useful suggestions to improve the application.

C. Data Collection
Both quantitative and qualitative data were collected through
(1) the notes taken by the observer on significant behaviours
or externalized comments of the participants during the study,
(2) the answers to the questionnaires the participants filled in
during the study.
The pre-test and post-test filled in by the participants at the
beginning and at the end of the study, respectively, were
Figure 3. The video-lesson in which the representation on two
composed of 10 questions.
dimensions of the cube is shown The second questionnaire was consisted of two section. The
first section is related to the NASA-TLX questionnaire, used
to rate perceived workload in using a system. It is a 6-item
V. THE COMPARATIVE STUDY survey that investigates 6 subjective dimensions, i.e., mental
The main aim of this study was to evaluate the use of AR tools demand, physical demand, temporal demand, performance,
in learning and teaching contexts. The objective is to measure effort and frustration [24]. The second section presented the
the effectiveness, the engagement and the perceived workload new UES (User Engagement Scale) short form, derived from
of students during an AR-supported lesson compared to a the UES long form. It is a 12-item survey used to measure the
traditional one. user engagement, a quality of user experience characterized
by the depth of a user’s investment when interacting with a
digital system [25], which typically results in positive assessment of user’s ability in using the system. In this case,
outcomes [24]. This tool measures the user engagement by a high value means that participants feel comfortable in using
summarizing an index that ranges from 0 to 5. It also provides the system and they were very satisfied of their performance.
detailed information about four dimensions of the user For what concerning the user engagement, the items through
engagement, i.e., focused attention (FA), perceived usability a 5-points Likert scale measure: focused attention (FA),
(PU), aesthetic appeal (AE) and reward (RW). perceived usability (PU), aesthetic appeal (AE) and reward
(RW). Figure 5 shows the average scores registered for each
D. Analysis and results
dimension, all of them obtained a positive score.
Before carrying out the T-Test for paired data and for
independent data related to the final application, the pre-tests
5
and post-tests administered to the pupils were analysed. Table
I shows the comparison of average scores obtained for each 4
exercise respectively in the pre-tests and in post-tests.
3
TABLE I. AVERAGE SCORES FOR EACH EXERCISE IN PRE-TEST AND POST-TEST 2
Average scores Ex. 1 Ex. 2 Ex. 3 Ex. 4 Ex. 5 Ex. 6 Ex. 7 Ex. 8 Ex. 9 Ex. 10
Pre-Test 0.96 0.70 0.67 0.98 0.91 1.00 1.00 0.67 0.56 0.81 1
Post-Test 0.97 0.93 0.92 1.00 0.96 0.99 0.99 0.82 0.88 0.96 0
FA PU AE RW
From the results of these first descriptive analyses, the
average post-test score for each exercise is overall higher than Figure 5. User Engagement evaluation
the average score obtained during the pre-test.
The T-Test was applied to the difference between the VI. CONCLUSIONS
averages. The alternative hypothesis H1 from the right
unilateral test will be accepted if the difference is >0. This The application of AR technology is spreading in different
means that the use of the application is effective in this contexts, in some cases it is very useful since it allows users
learning setting. to immerse themselves in a virtual world that simulates the
• H0: μy-μx=0; no difference between the average real one. In learning contexts, in particular AR allows learners
scores to be actively involved in the learning process making it more
• H1: μy-μx>0; there is a difference between the engaging and motivating. In training contexts, tasks can be
average scores. performed in the same way as would happen in the real world.
In addition, trainees can practice activities improving their
The α value was fixed at 0.01. Since T0>tα (11.9315>2.3662), abilities, and can make choices which have no consequences
the null hypothesis H0 could be rejected, whereas the in the real world. Thus, the AR could be effective to support
alternative hypothesis H1 could be accepted. A statistically education in Industry 4.0. In the context of the C-Lab 4.0
significant difference emerged. Indeed, a difference between project, the research has designed and developed an AR
the pre-test and post-test average exists, confirming that the application support teaching of geometry in a primary school.
use of AR in this learning settings is effective in terms of
The comparative study pointed out that AR is effective in
student learning gain.
terms of both learning and student engagement. In addition,
Data related to the workload were evaluated. The arithmetic
the perceived workload is low, which means that users feel
mean of each question was calculated for all 96 participants.
The average scores for each of the 6 questions were used. The comfortable using it. These positive findings encourage us to
answers are given on a 10-points Likert scale. apply the AR technology also in the context of C-Lab 4.0.

ACKNOWLEDGMENT
10
The authors wish to thank all the young participants to the
8 experiments and their teachers. This work was partially
6 supported by the “C-Lab 4.0 project” funded by Apulia
Region - POR Puglia FESR FSE 2014-2020 - Sub-Azione
4 1.4.B - Bando INNOLABS.
2
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