In the last decade, the usage of Augmented Reality (AR) has proliferated especially in the education sector. However, only limited articles have systematically reviewed the research trends in the implementation of AR for learning mathematics. Thus, this paper presents a systematic and comprehensive analysis of the research trend for the period between the year 2015–2019. From a leading indexing Scopus database, this review has identified only 19 journal articles based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. These works of literature were analyzed and grouped into eight themes to illustrate the trends of these research focus: AR apps types, AR apps development tools, research contribution cat-egories, benefits of AR for math, learning problems, testing methods, and math subtopics. Moreover, this synthesized review on learning of mathematics through AR could benefit researchers and educators, thereby suggesting avenues for future research.
With the steady growth and affordability of camera phones, more mobile applications are necessary. Nowadays the mobile industry began to pay more attention to barcode applications for domestic users need. This paper describes a mobile-based support application for Muslims to identify the Halal status (prepared in accordance to Islamic law) of the product using mobile device. We argue that our MMS camera phone-based application is an economical and effective way to speed up the Halal verification process as opposed to text entry in SMS. This paper discusses the barcode concept and its applications in consumer product industry. First we analyze the issue of Halal among the Muslim consumers and how mobile technology can be used. Then we discuss the framework and design of our system that we called MyMobiHalal 2.0.
9 January 2022 in International Journal of Computing and Digital Systems
Mathematics is important in our life and society. However, gamification of mathematics is rare for the topics such as fractions and decimals. This paper presents the development of an educational mathematics game called One Slash One Hundred Percent (1 Slash 100%). It is the hybridization of conventional card game and Quick Response (QR). This research aims to study how the respondents explore the card game to master decimal, fraction and percentage. The testing was conducted among secondary school students in Kuching, Sarawak, Malaysia (n=12; age=14). The respondents were asked to answer a set of questions in pre-test and post-test question. The results were promising where the analysis showed a significant difference between pre (M=14.3, SD=2.103) and post-test scores (M=17.6, SD=2.234). Thus, gamification of mathematics using hybrid card game increases their mastery of decimal, fraction and percentage.
26 July 2022 in International Journal of Online and Biomedical Engineering (iJOE)
In recent decades, the usage of augmented reality (AR) and virtual reality (VR) games for safety training and rehabilitation has grown exponentially. However, no systematic literature review of the research trends in augmented and virtual reality (AR/VR) for Occupational Safety and Health (OHS) training has been carried out. The authors conducted a comprehensive review of the relevant literature published between 2016 and 2020. This analysis was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). The Scopus database contained 1031 records. However, only 12 papers matched the inclusion criteria and were included in this review. According to the findings, the use of augmented and virtual reality for safety training and rehabilitation has been progressively growing. With robust research trends in this field—in the post-pandemic era, the use of augmented reality and virtual reality games has promising potential, especially for safety training and rehabilitation. This study provides critical insights into how augmented reality and virtual reality may impact the future of safety training and rehabilitation at the workplace.