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dc.contributor.authorOliveira, Mariana Pohlmann dept_BR
dc.contributor.authorSilva, Fábio Pinto dapt_BR
dc.date.accessioned2019-06-01T02:39:54Zpt_BR
dc.date.issued2019pt_BR
dc.identifier.issn2411-5681pt_BR
dc.identifier.urihttp://hdl.handle.net/10183/194935pt_BR
dc.description.abstractEducational resources are being used by teachers to facilitate the way students learn content. Information and Communication Technologies provide greater opportunities for making learning more effective, given that visualization and interaction assist students in effectively mastering materials. However, technologies such as Virtual Reality (VR) and Augmented Reality (AR) are difficult to be implemented by teachers with minor computer experience. Thus, this paper presents a method for the generation of Learning Objects (LO) with the use of VR, AR and open source software for Internet applications. A case study was carried out with an application development for discipline of Technical Drawing. As a result, in addition to a LO, a flowchart for the implementation of VR and AR projects was developed. The feasibility of execution highlights the possibility of extending the proposed LO and the flowchart to other topics of Technical Drawing as well as to other disciplines.en
dc.format.mimetypeapplication/pdfpt_BR
dc.language.isoengpt_BR
dc.relation.ispartofInternational journal of education and research [recurso eletrônico]. [S. l.]. Vol. 7, n. 1 (jan. 2019), p. 21-32pt_BR
dc.rightsOpen Accessen
dc.subjectObjetos de aprendizagempt_BR
dc.subjectLearning objectsen
dc.subjectHigher educationen
dc.subjectEducação superiorpt_BR
dc.subjectRealidade virtualpt_BR
dc.subjectVirtual realityen
dc.subjectDesenho : Técnicapt_BR
dc.subjectAugmented realityen
dc.subjectTechnical drawingen
dc.titleUse of virtual reality and augmented reality in learning objects : a case study for technical drawing teachingpt_BR
dc.typeArtigo de periódicopt_BR
dc.identifier.nrb001091652pt_BR
dc.type.originEstrangeiropt_BR


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