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Use of Augmented Reality Mobile Devices to Support Farming Teaching and Learning

Manuel Constantino Zunguze () and Lussane Hepuclen Machaca
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Manuel Constantino Zunguze: Pedagogical University of Maputo
Lussane Hepuclen Machaca: Licungo University

A chapter in Resilience, Entrepreneurship and ICT, 2021, pp 115-132 from Springer

Abstract: Abstract Nowadays, it is becoming increasingly difficult to keep up with the evolution of technologies and the rhythm of people’s lives. The same happen when it comes to education. With this, new ways of learning and teaching concepts emerge in this constantly evolving society. In this study, we propose to analyze the potential of the LFIS—livestock and forest integration system in mobile devices as a teaching and learning tool for agriculture, starting from the idea that continuous and open activities in education are necessary in educational, productive, and social organizations and that new technologies can contribute to student learning. The theoretical basis of this research is centered on human cognitive development, taking into account its biological basis. After establishing the state of the art of computer-assisted teaching, the characteristics of augmented reality and its contributions to knowledge construction are presented. Mobile computing emerges as an innovative technology for education. This paper presents a model for building knowledge and immersing virtual environments in mobile devices with augmented reality features. These models are intended to provide users with an interaction with learning content or study objects on mobile devices. The research had a quantitative and qualitative approach due to the nature of the collected data and also had exploratory-descriptive nature. From the analysis of the data collected in the research it was possible to conclude that the technological tool used was well accepted by students and teachers for use in the teaching and learning processes, bringing a total involvement of those involved and an interaction in a pleasant and playful way. It was also possible to conclude that the students acquired knowledge of the programmed contents and addressed in the experiment using the ILPF model.

Keywords: Educational technologies; ILPF; Augmented reality (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:spr:csrchp:978-3-030-78941-1_6

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DOI: 10.1007/978-3-030-78941-1_6

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