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____________________
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by
BALALA, TRISTAN RUEL R.
CULILAP, LEMERICO P.
LEJANO, JHON MARVIN B.
TOLEDO, EVE KEILA S.
December 5, 2018
Table of Contents
TABLE OF CONTENTS…………………………...………………...............................ii
CHAPTER
INTRODUCTION .................................................................................................. 1
ii
DATA PROCESSING AND STATISTICAL TREATMENT ............................. 34
REFERENCES ........................................................................................................ 35
iii
CHAPTER I
INTRODUCTION
Antenna Systems is one of the subjects under Electronic Systems and Technologies
(EST), included in the curriculum of Electronics Engineering course took by ECE students.
Antenna systems discuss all about antennas, their specifications and advantages.
(Dinis, Guimaraes, Carvalho, & Martins, 2017). Complicated interactions and concepts,
which the subject definitely has, are difficult to visualize by oneself. (Ferreira, Lima,
Cardoso, Vukovic, & Thomas, 2017). “Chalk and talk” teaching method is no longer
2014). Therefore, the team thought that current methodologies, specifically lecture-based
discussion and 2D images (whether projection or via computer) is not sufficient for a
performance of students in the board exams. Board exam results by PRC from 2011-15
indicates significantly lower passing rates, which generally fall below 40%, than other
engineering disciplines. Scores from EST subjects, which includes antenna systems, are
among the lowest compared to scores from other subjects (Ferrer, 2016). Another study,
this time from 2006-11 board passers, shows that grades in EST subjects obtained are
second to the lowest ratings (68%), with GEAS being the lowest (66.7%). (Dr. Laguador
1
& Engr. Dizon, 2013). The graduate’s performance in the board exams may be attributed
to the following their grades in all their subjects in the baccalaureate (Ferrer,
2016). Academic standing is also a highly significant factor for their performance in the
Because of the mentioned problems and effects, the team behind the study thinks
of using a 3D visual medium to teach a visual subject such as Antenna Systems. This leaves
us a choice between computer simulation, virtual reality (VR) and augmented reality (AR).
The problem with computer simulation is that in the end, these are viewed on a
screen, so the 3D effect is lost and can only be viewed as 2D, unlike AR and VR.
so the teacher to easily slip in information to the students, while still absorbing the
educational settings. Despite this, AR has been around for a long time, as evident in its
history. Even before 1992, when Caudell and Mizell coined the term “augmented reality”
and discussed its distinction from VR, AR systems existed way back 1968, when Ivan
Sutherland created the first AR system. Since then, AR has been used in and refined for
et al., 2015).
2
One of the potential uses of AR is in the education sector. Studies have been
published and are being published showing that AR promotes different aspects of learning.
participation in an active and collaborative role. Aside from this, AR also enhances the
(Abdüsselam, 2014)
understanding and student motivation, long-term memory retention, and improved physical
task performance and collaboration (Radu, 2014). AR also brought tremendous influence
and improvement to education and allowed people to witness and understand invisible,
inaccessible and complex concepts (Kipper & Rampolla, 2013). Lastly, AR is proven more
effective than other media such as books, videos, or PC desktop experiences. Compiled
studies generally indicate that students learn better about topics such as spatial domains,
when using AR than when using either printed media or desktop software (Radu, 2014).
presented to them (Radu, 2014). Presenting information as they should be, for example
when 3D antenna radiation pattern is presented in 3D, lowers the information distortion
3
With an array of research in our hands, including the ones above, the researchers
want to use AR as a visual aid for specific topics of interest in Antenna Systems, in order
to prove our hypothesis, which will be explained in the next sections and chapters. The
team is confident that from the studies above, we would successfully implement the visual
Reality (AR) mobile application that will help the students to visualize different topics
The study also pursues to provide the answers to the following questions:
1. What are the significant elements that should be projected and options that should be
included in the proposed system for the students to comprehend well the topics under
Antenna Systems?
2. How can the proposed system detect the object that should be tracked in order to project
The system includes a mobile application and a tracker which is printed in a paper. It
serves as the locator on where the 3D images should be projected. Once the camera of the
phone captures the whole area of the tracker, the Augmented Reality image will pop out.
The tracker has a QR code-like image on the majority part of the paper and on the lower
part, different buttons that is used for modifying the parameters of the antenna.
4
3. How can the proposed system provide antenna characteristics and made modified of its
various parameters i.e. antenna height, frequency, beam width, etc. and immediately alter
the projection?
4. What are the following programming software should be used to acquire the projections
5. How can the proposed system be evaluated in order to distinguish if the students grasp
the lessons under Antenna Systems more with the use of the Augmented Reality mobile
application?
6. What are the specified outcome that should be encountered by the users to conclude that
the Augmented Reality mobile application has met the desired result in terms of:
a. Functionality
b. Reliability
c. Usability
d. Efficiency
e. Maintainability
5
For the students. Students are having the hard time understanding lessons with 3D
imagery. Most of the students rely to existing computer generated images that still needs
students are having difficulty in understanding the lessons in Antenna Systems which
requires more visual representations to fully understand the different parameters included
in its lessons.
For the instructors. Instructors especially to those having a hard time teaching
Antenna Systems. These study also help those instructors, in order to impart what they
want to point out during class discussions and to give them the opportunity to have spare
time to discuss the succeeding lessons. This study will also lead to an opportunity, having
a new technique when it comes to teaching in order to have an increase in the number of
For the future researchers. Researchers especially to those who are fond of
Augmented Reality technology. These study will help those future researchers, for it will
serve as a guide in conducting future studies, especially when it comes to advancing the
said technology which will help the society in the future in the field of learning.
Scope
6
4. The study is about the presentation of subjects through newly immersed
technology.
Delimitation
1. The study is delimited to 4th year Electronics Engineering students from the
Main Campus of Bulacan State University and are enrolled in the Transmission
who are teaching the Transmission Lines and Antenna Systems course.
3. The study mainly promotes visual learning approach to easily absorb the
7
CHAPTER II
THEORETICAL FRAMEWORK
RELEVANT THEORIES
Although different learning styles were present, one of the most popular ones is
visual learning. In this type of learning, students take in information through images and
other visual means (Gilakjani, 2011). Visual learning is evident, even in the prehistoric era
in the form of pictures, which serves as a way of communication at that time, predating
text-based communication (Brill & Branch, 2016). Visual learning is very effective and is
considered to be one of the most important learning styles, which makes teaching easier
Edgar Dale shows the corresponding retention rates based on how an individual be
able to gain its knowledge in the form of a pyramid, and is commonly known as the learning
8
pyramid. The said discipline states that experience leads to a high average retention rate,
which is shown at the base of the pyramid. As evidenced by Edgar Dale’s learning pyramid,
50% of the information was remembered when person gathers information through sense
conventional learning technique need advancements, which is the main focus of the
research. The research will help those visual learners when it comes to learning topics that
in need of special method of teaching, which deals with 3D objects that can’t be easily be
Aside from the Pyramid of Leaning, Edgar Dale presents its second primary source,
namely the Cone of Experience which also shows different aspects of learning (Masters,
2013). According to him, the cone shows the progression of the experiences from the most
concrete, which is placed on the base of the cone, up to the most abstract, which is then
placed on the top (Davis & Summers, 2015). The Cone of Experience defines no number
presents his Cone of Experience as “only a model”, and a “visual analogy” (Masters, 2013).
according to the relative degree of concreteness that each can provide.” (Masters, 2013).
Like the Learning Pyramid, the Cone of Experience shows the different methods as
well as the levels of experiences (as presented by Dale) in order to achieve higher retention
9
rate and considered to be the main target of the research. The research and its product will
provide experience to its users, making them to achieve learning the topics and achieving
Antenna Theory
Communication plays a vital role in the society. It evolves together with the
evolution of mankind; from signal flags and smoke signals of the past, to electronic
impossible to implement without antennas, a part of radio system that radiates and absorbs
broadband, and aperture antennas may be used, to describe just a few. (Stutzman & Thiele,
2013). These four general types differ based from its capability and specifications like
antenna directivity, input resistance and reactance, antenna radiation efficiency, power
gain, and bandwidth (Stutzman & Thiele, 2013). Antenna directivity deals with how an
antenna is positioned or “directed” with respect to the other antenna when it comes to its
radiation pattern. Increasing the power gain will lead to a higher antenna efficiency.
important, especially evolution in the field of technology takes place as time goes by. This
topic will be the topic being projected by the product of our research since it deals with 3D
projections.
10
Cognitive Information Processing Theory
Decision tend to be made uncertain, and making bad choices lead to bad effects.
But then, it can be reduced with the use of information. Information is precious, and
knowledge about the outcome of a certain event gives the possessor an advantage. It is used
to change lives, nations and sometimes, even history itself (Klir & Wierman, 2013).
theory. It states that the human mind is compared to a computer, being able to be a
information as well as how to obtain it, which is by the use of senses (like sense of sight)
and with the use of visual aids, can be a 2D or can be a 3D object (McLeod, 2008).
RELATED LITERATURE
Although different learning styles were present, one of the most popular ones is
visual learning. In this type of learning, students take in information through images and
other visual means (Gilakjani, 2011). Visual learning is evident, even in the prehistoric era
in the form of pictures, which serves as a way of communication at that time, predating
text-based communication (Brill & Branch, 2016). Visual learning is very effective and is
considered to be one of the most important learning styles, which makes teaching easier
for professionals (Gilakjani, 2011). As evidenced by Edgar Dale’s learning pyramid, 50%
of the information was remembered when person gathers information through sense of
11
Teaching Learning Process is very composite (Adeyanju, 1997). The unique
learning style of a person helps him to excel in other areas. In complement, in Educational
2011). Learning is defined as almost permanent change in the behavior of a person over
time through knowledge, skills, principles, perceptions, facts and new information at hand
(Adeyanju, 1997). The 19th century way of teaching is not very effective on some 21st
century subjects. The present subjects require more appropriate approach of teaching to
fully deliver the concepts and principles (Lander, 2011). Visual learning has a big impact
on the education system because 65% of the population is known as visual learners
(Gardner, 2011). Visual Aids improve the interest of the learner about the subject being
discussed and at the same time, help the instructor to explain the topics easily. Instructional
aids, as other name of visual aids, are used in the classroom to promote the teaching
learning process (Singh, 2005). These instructional devices as stated by Singh in 2005 can
be models, diagrams, projections, film strips etc. (Rather, 2004). Visual images
instantaneously present the perception of what is real whether the object seems familiar or
not. Images simultaneously create unconscious memories that are stores in the prefrontal
cortex of the brain. Prefrontal lobe is necessary when doing work and making decisions. In
those instances, memories obtained caused by the images are frequently used (Magcalas,
concepts that involves situational ideas such as explaining the cause and effect and direct
and indirect proportionality of unseen parameters used (Linn, 2010). The statements
discussed the necessity of visual approach in a classroom setting that causes the research
12
to be more necessary because the study falls under the concept of having visual
It is clearly evident that the use of information technology, from stationary offices
and desktop computing, to mobile computing, has undergone a clear, sudden transition
(Schmalstieg & Hollerer, 2015). This sudden spurt of advancement took place when
smartphones and tablets dominated the field of technology that led to its growing sales
against PCs (Schmalstieg & Hollerer, 2015). Besides the sales, efforts have also been made
to improve computer literacy in the form of mobile applications (Schmalstieg & Hollerer,
2015). Mobile applications and cloud computing techniques replaced the PC in many
aspects, and is presently considered to be a beneficial thing in the society, such that
computing methods shifted from office or home office work, into anywhere-and-anytime
activity, which is again, through the use of advancing technology (Schmalstieg & Hollerer,
2015).
As many of the users nowadays prefer advancements, and move away from PCs, it
increasingly makes sense that mobile applications and computing can be included in our
own physical world, including AR systems (Schmalstieg & Hollerer, 2015). AR systems
can be defined as a real-time direct or indirect view of our physical world alongside some
13
Although AR seems to be state-of-the-art in the field of mobile technology, its end
user service developments is still in its infancy, due to the lack of user research regarding
the potential users’ expectations and user acceptance (Olsson, Kärkkäinen, Lagerstam, &
methods (Sang, Chang, & Ji, 2013). In order to achieve this, improved usability and user
But in the end, AR technology is emerging, together with its advantages. Adapting
with it enhances perceptions and helps us see, feel and hear our own physical environment
in an advanced, enhanced, new and enriched ways (Krevelen & Poelman, 2010). This
technology may help people achieve ease and convenience, including education (Krevelen
Human vision is considered to be the most important sense. The other senses are
important but the human vision has the biggest part of a normal human’s life (Olwal, 2009)
such that, it must be utilized properly by using the preset stimuli in teach (Gardner, 2011).
Visual Representation uses the stimuli stated. A modern technology, Augmented Reality,
dimensional images of either real or unreal objects. The AR systems do real-time frame
changes to allow the interaction of the user (Azuma, 2001). Augmented Reality is covered
under a wide ranged concept of Mixed Reality together with VR and telepresence.
(Silva, 2003).
14
AR devices are categorized by their display type. AR can be an Optical See-
Through, Virtual Retinal System, Video See-Through, Monitor Based AR and Projector
the physical environment. The reality is present and can be observed while the
containing the image and projects it through the retina. The image seems to be
projected in the device making an illusion that the image formed is in a two-foot
distance. VRD can be cautious because beam of light is directly transmitted into
one’s eye.
scenario is caused by the camera that captures the physical environment and fetches
it to the device. After the complete transmission of data of the reality, the device
mixes the data to the image generated then display the product to the monitor of the
Virtual Reality. The projection of Monitor Based AR can be seen directly to the
15
Projector Based AR throws an image to a selected or a predetermined surface. The
The characteristics of an AR system are well defined from widely used classical
criteria. The said criteria is subdivided into three; combines virtual and real, registered in
3-D and interactive in real time (Azuma, 2001). Augmented Reality (AR) allows the
mixing at different proportions of the virtual and the real world. Due to advances in
technology, the AR technology was widely used in different applications such as practice
in hazardous environment, surgery practices and complex analysis (Zlatanova, 2002). This
mixing process becomes the edge of the AR technology. The AR systems are optical see-
through techniques which provide a direct view of the real environment (Navab, 2003).
Augmented Reality technology. The Articles, especially Silva’s and Azuma’s, gives a great
impact on the flow of the research. With the numerous options, practicality and feasibility
of the research is tested. At the same time, the statements tackle the content and
As with other software, Augmented Reality has software requirements. For the
content, visual tracking method, geometry rotation and get files (Thearea, 2017). For
creating AR system, there are computer software widely used. These are Unity 3D for
generating images matched with Vuforia for proper implementation of the system. For
most smartphone's compatibility Android Studio can be used (Dahlan & Rashid, 2016).
16
Antenna Systems Requires Visual Approach
radio waves into electric currents and vice versa. An antenna is a device made up of
metallic conductors to radiate and to capture electromagnetic energies (Tomasi, 2004). The
electromagnetic spectrum, Radio Frequencies are falling between 3000 hertz and
300,000,000,000 hertz (3 kHz – 300 GHz). On the other hand, the eye can receive high
frequency EM waves known as the Visible Light. Visible Light is ranging from 400 THz
to 800 THz. Therefore, eyes cannot see the radio waves by the use of naked eye (Tomasi,
2004).
invisible parameters are considered. Invisible EM waves’ effects in free space is analyzed
through schematic diagrams and Wave front. Wave front is a method of presenting
combination Electric fields and Magnetic Fields is the composition of a Radio Wave and
they are both invisible (Frenzel, 1995). Radiation pattern is commonly analyzed to have a
17
quick understanding about the how the antenna will respond. An Absolute Radiation
Pattern is plotted by means of electric field strength or power density. If the radiation
pattern is plotted with respect to a reference point, it is termed Relative Radiation Pattern
(Tomasi, 2004).
Besides the fact that many parameters in discussing antenna systems are invisible
and cannot be observed by naked eye, multiple images and diagrams are observed in books
just to present the concepts in Antenna Systems. The conducted observation is a proof of
Examples of antennas and their radiation patterns are observable on the works of
(Rhodes, 1976). It is more focused on the following types of antennas, namely, Dipole,
18
Figure 3 Antenna Types and Their Radiation Pattern
by VTT Technical Research Centre in Finland shows radiation patterns in the space of the
venue. The system provides probable radiation with the selected type of radiation as
selected by the user. The system they implemented is related to the present research by the
way patterns are animated to provide visualization of the unseen parameter. The main
advantage of the present study is the availability of choices of what certain animations and
figures needed. The end-user is free to decide what to view at a certain time.
Virtual reality (VR) along with Augmented Reality (AR) is widely used in various
applications. The system is continuously enhanced especially in the education and learning
19
field. Smartphone is usually possessed by students to be usable in a classroom setup
(Pantelić & Vukovac, 2017). AR Learning materials can vary in the way they present the
image and to what plane it is applied. It can be used as a labeling system in learning the
parts of a hardware. In the present there are available studies and application doing the
certain task. The system made by Pantelić and Vukovac is great example of the existing
system (Pantelić & Vukovac, 2017). The existing system is related to the present research
by means of tracker finding technique used to identify the proper location in the surface
For existing systems, books are used as tracker of multiple computer images. The
application used by Galina Ivanova, Yuksel Aliev and Aleksandar Ivanov is projecting
images in the surface of the textbook they used presenting concepts in mechanical
engineering included in the book. 2D images printed in the book serves as the tracker for
the same image to pop up but as a 3D image (Ivanova, Aliev, & Ivanov, 2018). The works
of Ivanova, Aliev and Ivanov is related to the proposed study by the presence of tracking
system in which the system looks for a surface or a triggering image to project the computer
generated image.
Another textbook-based system and an IEEE reviewed work is for teaching grade
school students regarding literature. The system projects pop-up images suitable for
storytelling and for learning English as a foreign language. The book contains 2D images
popping out the book and seems to be an electronic pop-up book. The system also provides
games called The Seed Shooting Game for the system to be interactive and be user
encouraging technique that can attract the grade school to use the system more frequently
20
(Poonsri Vate-U-Lan, 2012). The system made in Thailand is related to the present study
The following existing systems have similarities in the way of presenting the
computer-generated images from tracker evaluation to the actual projection of the images.
The edge of the present study is through the presence of the interactive features where end-
users can modify data regarding the projected figures. At the same time, the present
research has an app-based control to customize what projections are needed or required.
RELATED STUDIES
successfully implemented in the schools in United States, yet it is not being known in the
country of Kuwait. The study explored the experience of the teachers in the United States
in applying it in teaching because it was already utilized by different schools in the United
States, and the educators affirmed that it helped improving the learning experience of the
to the teachers in Kuwait. The findings of this research proved that AR used as an
educational tool contributed a big part in the enhancement of the learning process of the
students. They also suggested to create a further study regarding the experience of the
21
This study showed that AR can be helpful in education and can be implemented
Augmented Reality
Patterns using Augmented Reality was conducted at University of Oulu, Finland, wherein
application named BeamViewer. It would help those who study RF electromagnetic signals
as well as antenna radio pattern which are tedious to visualize. Furthermore, it also captured
the dynamic radiation patterns of reconfigurable antennas in real time. BeamViewer has
the ability to take input from the cognitive radios controlling beam-steerable antennas and
appears on a live-view mobile screen the corresponding radiation pattern. The mentioned
features made it easy for the users to visualize instantly and provide valuable insights into
Similar to what this study is all about, augmented reality and antenna system, where
both aimed to create an aid for visualization of the antenna radiation patterns that are
invisible in nature. It is proven that the system proposed is feasible and achievable.
22
The study Use of Photography to Support the Learning Process of Science
Teachers of Ninth through Twelfth Grades in the Schools of Kuwait from University of
Northern Colorado is about examining the difference of the learning outcomes between the
teachers who used visual aid and those who barred from using it. The study showed that
photographic aid contributed well in order for the students to easily grasp their lessons in
science subjects, specifically biology, physics, and chemistry. It was also stated that visual
media should be included in the curriculum of the schools in Kuwait to enhance the
comprehension of the students. The benefits associated with the use of visual aids are
apparent as it helped the students in have an opportunity in developing their own ideas and
perspective regarding to the concept that was being taught. Moreover, the main importance
of utilizing visual aid in a lesson is the students will be able to understand complex lessons
With this study, it is established that the proposed system can be used as a
photographic aid that can be useful for educational purposes. It will become an advantage
for teaching Antenna Systems and it will be an assistive tool for the students in learning
Tool for Grade 5 Students where it focused on the enhancement of mobile learning with
the use of Augmented Reality (AR). It aimed to develop an alternative way of learning
Philippine History in terms of mobile application rather than using books which can be
catchier to the students in studying the said subject. The technological improvement will
also add zeal to the students in a way that studying Philippine History will become
23
interactive by utilizing the mobile application. The application has the ability to project 3-
dimensional images of historical figures that can also be seen in books. Also, the
information about the historical figures can also be shown in text and audio format through
The aforementioned study became helpful with the idea that a mobile application
can come in handy in the field of education. It supported the objective of the proposed
of Mactan Using the Intel Perceptual Computing Kit from Ateneo de Manila University is
about an educational AR game for elementary students taking up Araling Panlipunan class.
Battle of Mactan which was called Zubu: Battle of Mactan. One of its features is a quiz
show where users will be competing to AI opponents and there are also mini games about
the mentioned historical battle. There was a visible improvement by playing the AR game
and it was proven with the use of pre-game and post-game test scores. The researchers
stated that the game had been a helpful tool but is in need of further development in order
to maximize its potential in the educational field (Danseco, Ong, & Tecson, n.d.).
With this study, it is proven that pre-test and post-test can be used as an evaluation
tool in order to figure out if the proposed system will contribute to the enhancement of
learning.
24
Igpaw: Intramuros — Design of an Augmented Reality Game for Philippine History
— Design of an Augmented Reality Game for Philippine History and this was presented as
a tablet and smartphone-based Augmented Reality (AR) game application for learning
Philippine History. This paper discussed the design and features of the mobile application
which highlights its educational contents, game mechanics, and user interface. It also gave
emphasis on how the stated elements can help the players to learn about the historical
locations situated in Intramuros, Manila. In addition, this paper also aimed to use AR for
both education and entertainment purposes wherein the players will be able to learn the
Philippine history while enjoying the game. Key geographical features were used as AR
markers. The researchers used a beta prototype to test the design that was built in order to
gather observation and user interface concerns. The testing revealed that some of the users
attempted to touch the virtual entities as they appear on the device screen, nonetheless the
existence of the interaction buttons. The researchers worked on the conflicts that rose
during the beta testing which they include black-box/white-box testing in the extensive
The discussed study has been similar to the proposed system wherein it will use
CONCEPTUAL FRAMEWORK
This study’s conceptual framework explains the process the study went through in
order to implement the system and test the hypothesis. The input box explains the things
we needed for the system: preliminary knowledge regarding Antenna Systems, as well as
textbooks and online references for the things the team does not understand as well as the
25
team needs. There was also a research made regarding the process behind Augmented
Reality (AR), which affected the researchers’ decision for the software programs to use.
The software needs are as follows: Blender for the creation of 3D shapes and
projections that will be seen in the AR. Another one is Unity for the implementation of AR
system. Lastly, Unity and Android studio to create the GUI for the PC and phones
respectively.
The process box explains the implementation of the proposed system. First, the
researchers brainstormed for the features that the system must have. Second, a validation
of the topic was conducted by looking for existing studies and data gathering. During the
data gathering, things that are not feasible and things that current Philippine technology
cannot attain are scrapped and adjusted from the study. Next, the proposed system which
specifications that it requires. For this, a flowchart for the program was made. As for the
assessment of the system, survey will be conducted to gauge if it is a helpful tool. The said
Survey is also to evaluate the user’s experience. From this, the data which will be used for
The output box contains the proposed system because the researchers preferred the
output to be a visual aid in order to visualize the subject of interest more easily, and help
26
with the understanding of the subject.
1. Knowledge
Antenna Systems
AR Systems 1. Brainstorming
2. Software 2. Data Gathering Mobile Application
Blender 3. Conceptualization for Antenna Systems
Unity 4. Design Process using Augmented
Android Studio 5. Implementation Reality System
3. Hardware 6. Evaluation
Android Phone
DEFINITION OF VARIABLES
Augmented reality – is the overlaying of digital images onto the real world. It is part of
that involve joint intellectual effort by students or students and teachers. It refers to
Visual learning – is also referred to as the visual-spatial style, and people who favor this
style prefer to use colors, images, maps, charts and graphs to communicate and organize
information.
27
CHAPTER III
RESEARCH METHODOLOGY
This paper classifies itself as a mixed research. Specifically, the study will
Applied research approach will be used in the underlying principles and finding
28
To study the effectiveness of the researchers’ proposed system to the learning
experience of students, the researchers would follow a quantitative approach, to see by how
much exactly the proposed solution improve the knowledge of the students in Antenna
The researchers’ population will consist of the following: ECE students from
BulSU who will be taking the subject Transmission Lines (which includes Antenna
Systems), as well as professors who teach Antenna Systems in Bulacan State University –
Malolos. More details regarding the population can be seen in the table below.
Table 1
Student Population Breakdown
For the students, assuming all current regular 4th year ECE students will pass the
population for this research will be 277 persons, not including the instructors. However,
29
for the assessment of the effectiveness of the proposed system to the learning experience
of students, the sample population will only consist of the ones who will use the device to
learn, the students. The instructors’ sample population, who will use the device to teach,
Slovin’s Formula will be used to compute the sample size, shown below.
𝑁
𝑛=
1 + 𝑁𝑒 2
277
𝑛=
1 + 277 × 0.052
n = 164
Using Slovin’s formula, the sample size for the students will be 164 persons.
However, due to the lack of time and resources to make this possible, the study would only
use 18 persons for the experimental group and 18 persons for the control group. Only the
experimental group will undergo the questionnaire, along with the instructors.
For the probability sampling technique, stratified sampling technique will be used.
Using this sampling method, the breakdown of the participants for the pretest-posttest
Table 2
Participant Breakdown
Section Population
30
ECE-4A 6
ECE-4B 6
ECE-4C 6
ECE-4D 6
ECE-4E 6
ECE-4F 6
TOTAL 36
In order to remove the bias coming from the students’ prior knowledge of the
subject, the pre-test scores will be used as a variable to divide the 36 students for the control
and experimental group into 3 groups, which will then be distributed equally to the control
Table 3
Subgroup of Participants for the Pretest-Posttest System
RESEARCH INSTRUMENTS
statistical and descriptive evaluation of data. For the quantitative data gathering, pretest
31
and posttest are to be given to both groups of students, the group that undergo the traditional
way of learning and the group with the augmented reality intervention. Pretest score serves
as reference value where the posttest score will soon be compared to obtain the gain. The
said gain is the raw but essential data required for the data analysis.
The software will also be evaluated under the ISO-IEC 12207 standard of 2008 that
is applied to the acquisition of systems and software products and services. The standard
covers the development, operation and maintenance of the software product. The ISO-IEC
12207 standard suits with the Augmented Reality System of the present study that will
Pretests
Data obtained in pretests will be set as the reference point or initial value of
Posttests
Data acquired in posttest will serve as the final value of the variable data
o Design Guidelines
32
The study is focused on the implementation of new technology in teaching
blends in the reality. This new technology system can be maximized in the
objects.
The system is fed to the mobile phone then the camera locates the tracker
In developing the software, unity is used where the generated images are
popping out when the camera detects the tracker. Blender is the software
Testing Stage
Pretests are to be given to have a bench mark for scores. The participants
are to be divided into two, doing the traditional way of learning process and
with the AR technology intervention. After the discussion, both groups will
answer the posttest that will be compared to their pretest scores. In that way,
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gain is to be computed. The gain will dictate the efficiency of the device.
Through the gain acquired, means are computed and compared with each
other.
Implementation Stage
Maintenance Stage
occurs, fix it and do documentations to be fully aware of what are the things
For the pretest-posttest system, the researchers will use inferential statistics.
is used for comparison of two or more means Invalid source specified. The difference
between the pretest and posttest scores is evaluated for the control and experiment group
(Brewer, 2016).
The ANOVA model incorporates regression coefficient (β) with the effects of
independent variable (x) on the dependent variable (y) while controlling for the effects of
covariant (c), (Brewer, 2016). The linear relationship is thereby represented by equation:
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𝑦𝑖 = 𝛽𝑜 + 𝛽1 𝑥1 + 𝛽2 𝑐 − 𝜀𝑖
The ANOVA results can be used to conclude whether there is a correlation between
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