Design of Smart Pedagogy and Decision Making with Augmented Reality and Fuzzy Logic as Paradigm Shift in History Learning
Abstract
The practices of history education are usually associated with the traditional and text-focused pedagogical strategies that restrain the learners and do not provide them with the opportunity to capture the rich cognitive mechanisms of contextual understanding, critical thinking, and processing of historical decisions. This study suggests a smart pedagogic model based on an augmented reality (AR) and the use of fuzzy logic-based decision making as one of the paradigm shifts in the learning of history. The application of augmented reality allows the establishment of immersive and engaging historical learning spaces, which allow learners to practically experience the events, artifacts and cultural backgrounds. The pedagogical cues, and data on learners interaction with the system (e.g. level of engagement, understanding the underlying context, interpretation of evidence, general analytical reasoning and accuracy of making decisions) are captured and assessed systematically through the system based on a fuzzy inference machine. The ambiguity and subjectivity during the evaluation of students can be dealt with successfully using the fuzzy logic, where the learner performance is represented as a multi-linguistic variable with fuzzy rules.