Interactive augmented reality application using animal flashcards for education of children
Bibliographic Data
| ID | 21632869 |
|---|---|
| Authors | Ananya Ghosh (0009-0005-7784-007X, Vellore Institute of Technology), Ankit Kumar Tiwari (Vellore Institute of Technology), Ankit Tiwari (0000-0002-7147-6108, Vellore Institute of Technology University), Amisha Kumari (Vellore Institute of Technology), Sumail Alam (Vellore Institute of Technology), Madhusruti Das (Vellore Institute of Technology), K Karthik (0000-0003-0846-2982, Vellore Institute of Technology, corresponding author) |
| Year | 2025 |
| Volume | 33 |
| Issue | 9 |
| Pages | 5184-5212 |
| Publication date | 2025-10-21 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2025.2479163 |
| OpenAlex | W4408673638 |
| Language | EN |
| Citations received | 1 |
| References cited | 48 |
Our research endeavors to revolutionize learning experience for students by harnessing marker-based augmented reality (AR) technology. Through this innovative approach, traditional flashcards are transformed into dynamic 3D representations, fostering an interactive and immersive learning environment. With a primary goal of enhancing retention and understanding, we have integrated speech recognition, specifically employing keyword recognition from a predefined dictionary. We have augmented the platform with text-to-speech functionality, enabling students to interact with the AR flashcards through spoken commands while also receiving audio feedback. This multifaceted approach aims to elevate student engagement and comprehension of the study material, providing a comprehensive and interactive learning experience. Furthermore, our project stands at the forefront of educational innovation by incorporating adaptive learning algorithms into the AR platform. Through continuous assessment and analysis of user interactions, the system dynamically adjusts the difficulty level and content delivery to suit individual learning styles and progress. This personalized learning approach ensures that each student receives tailored support and challenges, maximizing their learning outcomes and promoting self-directed learning habits. By harnessing the power of artificial intelligence, our AR educational tool facilitates content delivery and serves as a virtual tutor, guiding students through their learning journey with personalized feedback
Augmented reality · Human–computer interaction · Mathematics education · Multimedia · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Mobile Learning in Education · Psychology
| Citations per year | 1 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |