DIGITAL LIBRARY
DEVELOPMENT OF A MOBILE TEXTBOOK USING AUGMENTED REALITY TECHNOLOGY FOR STUDYING PHYSICS
International Information Technology University (KAZAKHSTAN)
About this paper:
Appears in: ICERI2021 Proceedings
Publication year: 2021
Pages: 6481-6486
ISBN: 978-84-09-34549-6
ISSN: 2340-1095
doi: 10.21125/iceri.2021.1472
Conference name: 14th annual International Conference of Education, Research and Innovation
Dates: 8-9 November, 2021
Location: Online Conference
Abstract:
Modern information technology offers new opportunities and perspectives for creating learning resources and tools on a qualitatively different level. Most students, especially in distance learning mode, need easy access to learning materials, communication tools, and means of further learning. For this purpose, the authors decided to develop an electronic textbook on physics for the 10th grade as a mobile application using augmented reality technology and computer animation as one of the tools for teaching and learning physics, where some processes can be difficult to grasp. Due to the growth of the market of mobile devices, which are becoming more and more functional every year, the development of applications for them has become more preferable. The main platforms on which devices run are Android and iOS. In order to investigate effective approaches in integrating computer modeling into physics education for mobile devices: smartphones and tablets, these were chosen as the target devices. In addition to their prevalence and popularity, such devices have high technical performance, which makes them convenient for remote self-study.

This article gives an example of a software product that allows to visualize physical processes. A mobile application for studying physics at school was developed and presented, as well as the stages of its creation. The cross-platform Unity 3D environment was chosen as the development platform and the main functionality was written in C # language. Unity is a game engine that facilitates development for different platforms. This allows developers to focus on the functionality of the application, to develop it, knowing that it will be compatible with different devices, from PCs to smartphones and tablets, VR helmets. Authors suppose that the use of new technologies in training contributes to the improvement of forms and methods, individualization and differentiation of training.
Keywords:
Electronic textbook, distance learning, mobile application, AR, Unity, physics.