For as long as physics has been thought at schools, it has been one of the least preferred subjects of students. Students generally have the perception that physics involves complex concepts, of which they do not understand the resulting insights, which makes solving problems a challenge. This sets the students on a path of failure, and avoidance of the subject. Physics as a part of STEM subjects, is becoming an increasingly important part of basic literacy. It can no longer be viewed as an elite training for future scientists, but it is becoming a determinant decision in the current science-driven society. To avoid a future skill gap, it is necessary to make physics more accessible to students. The integration of collaborative applications, and media into classrooms to reinforce the learning experience, facilitates the access to educational resources. Augmented reality, unlike any other technology, provides an authentic, immersive and interactive learning experience for students. Physics based educational applications, using augmented reality technology, has been developed extensively in recent years. It provides a unique opportunity to draw the attention of students, by enabling to conduct and unlimited repetition of experiments, making teachers less dependent on available resources and conditions in schools. However actual educational material available for teachers at schools is still scarce, especially in non-English speaking countries. In this project we will develop an educational tool, combining the use of books and AR via a smartphone application. By combining the comfortable bound format of a book, which provides a tangible pleasure, and a source of information for deep learning, with AR application, which will provide an opportunity to attract and hold attention, we will establish a bridge between traditional and digital learning. By telling the story of important historical milestones in physics, the tool will set the student on a road of exploration, of physics through time and significant events, with an opportunity to interactively test and experiment what is presented. The launch of the tool will be supported by the development of curriculum materials for teachers on how to use and implement the tool in the educational process. Following this, by organizing training sessions for teachers, and performing a case study in test classes which will be carried out in order to monitor the impact of the tool. Furthermore we will organise workshop days at schools, where students and teachers will have the opportunity to test the tool.
The goal of the ARphymedes project was to develop an educational tool that combines the use of books and AR through a smartphone or tablet/smartphone application. By combining the convenient bound format of a book, which provides tangible pleasure and a source of information for deep learning, with an AR application that provides an opportunity to capture and maintain attention, we created a bridge between the traditional and the digital learning. Through telling the stories on important historical milestones in physics, the tools put the student on a path of inquiry, with the possibility of interactive testing and experimentation. The goal of the ARphymedes project is therefore to address the following: • to increase the engagement of students in physics education by providing hands-on opportunities for all of them, • to lift the size and average achievements of the group of students using the developed educational book. • give students possibility to engage into a physics experiment under conditions that such possibiity is not available in their schools • to eliminate problems related to material shortage for teachers, facilitate the preparation of interactive classes.
Physics, as part of STEM subjects, is becoming an increasingly important part of basic literacy. Any longer it can be considered an elite subject for future scientists, but at present science-driven society, it has been becoming a crucial subject. To avoid future gaps in skills, it is necessary to make physics accessible to a wide range of students. Integrating collaborative applications and media into classrooms aims to enhance the learning experience and facilitate access to educational resources. Augmented reality (AR), unlike any other technologies, provides students with an authentic, immersive, and interactive learning experience. Within recent years immensely have been developed Physics-based educational applications, using augmented reality technology. They provide a unique opportunity to capture students' attention, allow to carry out the experiments and carry them out repeatedly and, making teachers less dependent on available resources and conditions at schools. However, actual educational materials available for teachers in schools are still scarce, especially in non-English speaking countries. In the scope of this project, we have addressed these needs and developed an educational tool that helps solve these problems.