Journal Screenshot

International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

This study highlighted augmented reality (AR) design elements utilising the ZapWorks website's AR platform. The fundamental design elements for beginners to get the idea and learn further about augmented reality design. The goal of this research is to raise awareness among educators and students about current technological trends through this ZapWorks workshop. Since it is National Training Week (NTW) events scheduled by the Human Resource Development Corporation (HRD Corp) and a sub-topic of my PhD dissertation. The research approach included qualitative analysis with a sample of six respondents from Southern University College in Johor Bahru, which includes instructors and students. NVivo instruments were utilised in this investigation to examine codes and nodes such as acceptable, engaging for the future, and simple and easy. The findings demonstrate five essential design elements featured in the ZapWorks Designer platform, including text, buttons, images, video, and 3D models. The results of this AR workshop will instruct educators and design students on how to construct interactive AR that engages with real-world environments in educational institutions. Furthermore, Malaysian educational institutions have begun to incorporate modern technology into educators' lesson plans (Course Learning Outcome, CLO).

Journal article
Abdullah, F., & Jamil, A. A. (2021a). Reviewing Appropriate Game Design Elements for Mobile Augmented Reality Games. Sciences, 11(2), 882-891.
Abdullah, F., Jamil, A. A., & Razak, M. R. A. (2021b). Discussion of the AR Design Principles for Mobile Augmented Reality Games. Sciences, 11(8), 375-380.
Abdullah, F., Jamil, A. A., & Razak, M. R. A. (2022c). Acceptance of Augmented Reality on a Worldwide Level.
Assarroudi, A., Heshmati Nabavi, F., Armat, M. R., Ebadi, A., & Vaismoradi, M. (2018). Directed qualitative content analysis: the description and elaboration of its underpinning methods and data analysis process. Journal of research in nursing, 23(1), 42-55.
Kysela, J., & Storkova, P. (2015). Using augmented reality as a medium for teaching history and tourism. Procedia-Social and Behavioral Sciences, 174, 926-931.
Omolafe, B. E., Idris, I. A., Ayodeji, A. G., Veronica, O. E., Omolara, I. F., & Muritala, N. K. (2021). Undergeraduates’ Awareness of And Readiness To Adopt Augmented Reality Applications For Learning In University Of Ilorin, Ilorin, Nigeria. Indonesian Journal of Basic Education, 4(2), 163-174.
Ozcan, M. F., Ozkan, A., & Sahin, N. (2017). The Influence of the Augmented Reality Application on Students' Performances in Ottoman Turkish Readings. Universal Journal of Educational Research, 5(n12B), 27-33.
Salmee, M. S. A., & Abd Majid, F. (2022). A Study on In-service English Teachers’ Perceptions Towards the Use of Augmented Reality (AR) in ESL Classroom: Implications for TESL Programme in Higher Education Institutions. Asian Journal of University Education, 18(2), 499-509.
Smyth, R. (2006). Exploring congruence between Habermasian philosophy, mixed-method research, and managing data using NVivo. International Journal of Qualitative Methods, 5(2), 131-145.
Turan, Z., & Atila, G. (2021). Augmented reality technology in science education for students with specific learning difficulties: Its effect on students’ learning and views. Research in Science & Technological Education, 39(4), 506-524.
Yaman, O., & Karakose, M. (2016). Development of image processing-based methods using augmented reality in higher education. In 2016 15th International Conference on Information Technology Based Higher Education and Training (ITHET) (pp. 1-5). IEEE.

Online Newspaper Articles
Statista - The Statistic. (2017). Mobile Gaming Industry - Statistics and Facts.
Retrieved from https://www.statista.com/topics/1906/mobile-gaming/

N/A