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Monday, June 19, 2017

How Mobile Applications Can Assist In Promoting Education



How Mobile Applications Can Assist In Promoting Education and improves business. Students are tasked with Client-based Mobile applications for their Final Year Projects and most projects are in periods of 3-6 months duration. The school see potential on projects for edutainment while the technology of Augmented Reality (AR) became a research topic to enhance the user experiment on using the mobile application. The mobile application created is targeted at young users from ages 7-12 and aims to educate young kids and teenagers how to be responsible pet owners. Through interactive 3D animated characters and games, tips of pet care are presented to the users.

School of Interactive and Digital Media (SIDM), Nanyang Polytechnic, has 6 diplomas courses in Digital Media since 1996. Two of the main courses which are the Diploma in Digital Media Design (Games) and Diploma in Digital Entertainment Technology (Games), produces at least 100 grads who will be professionals in the game industries. 

In sync with the mobile technology and growing industry trend, SIDM had adopted mobile game development to be part of the diplomas’ curriculum. There are also an increasing number of projects related to mobile game development that were requested by several organisations. One client-based project had a request for a mobile game application which will be educative and entertaining to young users from ages 7-12.
The team of six programmers and four designers together with 2 lecturers was formed and is tasked to brainstorm for ideas to gamify education through a mobile application with the use of technology of Augmented Reality (AR). The mobile application aims to educate young kids and teenagers how to be responsible pet owners. Through interactive 3D animated characters and games, tips of pet care are presented to them.

DESIGN- For the project, there are requirements that the application will have 3D models/ characters which are capable of interaction via Augmented Reality (AR) and a game. The team broke down the project into four main tasks.
x Design of AR Images (Markers) x Modeling of 3D models of the characters in different poses. x Programming of AR application for both Android and iPhone. x Programming of Game application for both Android and iPhone.

RESULTS- The team had researched on various AR tools and methods to load 3D models and able animates or interact with it on a mobile device. The team also researched on AR images (Markers) which can be customized to our needs. Finally, the team concluded to use Qualcomm AR SDK as the tool for loading AR models. It also allows us to customize all the AR images (Markers). As the SDK does not allow us to animate the models, the team decided to write our own engine to load and animate the 3D models.
 
AR images (Markers) are designed by the team with the use of pet character logos. There are 4 pets that are used for the projects namely, Dog, Cat, Hamster and Rabbit. The team decided to create 2 sets of the AR images (Markers) to cater for the AR images to be displayed on a wall or printed on a brochure/ pamphlet. The model will either be parallel or perpendicular to the AR images (Markers). [Figure 1]
Example: Dog. The designs of the AR images (Markers) are based on the needs and foods consumed by the individual pet.
AR images (Markers) (Left) Dog model is parallel to AR Card. (Right) Dog model is perpendicular to AR Card.
How Mobile Applications Can Assist In Promoting Education

Upon executing of the app, by pressing AR button, the camera of the phone will be turned on. By focusing your phone to the AR image, a 3D model + an animation with a message will appear. [Figure 2]

How Mobile Applications Can Assist In Promoting Education
The animation of the Cat was made to scratch the scratch pole and there is also a care tip about cats appearing as a speech bubble in the scene. On the other hand, the animation of Dog was made to have a chain and collar while the dog takes a walk in the park. There is hand that will pick up the poop using a plastic bag. A care tip will also appear as a speech bubble in the scene.
Following the AR, the team created a game based on matching the pets’ needs and food consumed to the respective pets. The game will provide information and educate users while having fun. [Figure 3 and 4]
How Mobile Applications Can Assist In Promoting Education
 How Mobile Applications Can Assist In Promoting Education

There is a quiz which appears as a “?” icon which is related to care tip for all pets. This will help to provide information and the users are tested for their understanding upon interaction with the AR pet characters. [Figure 5]

How Mobile Applications Can Assist In Promoting Education
 Through this project, the team learnt about the various advantages and disadvantages of different AR tools which are applicable to mobile devices and cater for our project needs. The project took one year to complete and they manage to write an engine running to load 3D animated models to complement the AR SDK. The application is also successful uploaded to the Apple app store and some students had tested the application found that the pet characters are very cute and their actions are funny. The game had provided them with useful information about pets and they got to understand more about pet care.

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