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Affordable AI-Powered Video Conferencing Solution Using RaspberryPi Python for Hybrid Active Learning Classrooms

Projekttitel Affordable AI-Powered Video Conferencing Solution Using RaspberryPi Python for Hybrid Active Learning Classrooms
Projekttype Anvendt forskning og udvikling
Frascati Ja
Tema IT
Teaser Empowering hybrid learning with Arduino: a low-cost, user-friendly video conferencing solution for schools, students, and teachers with limited resources.
Status Igangværende
Ejer  
- Akademi Zealand – Sjællands Erhvervsakademi
- Kontaktperson Zuhair Haroon Khan
Adjunkt
zukh@zealand.dk
5076 2600
Nat./Int. Nationalt
Projektperiode 01. januar 2025 - 01. januar 2025
Projektbeskrivelse  
- Projektresumé

 Introduction

  • Background: The COVID-19 pandemic underscored the critical need for affordable and accessible video conferencing solutions to support remote and hybrid learning environments. While platforms such as Zoom, Microsoft Teams, and Google Meet are effective, they can be expensive and demand robust infrastructure. This research proposes developing a cost-effective video conferencing solution utilizing Arduino and other low-cost components to facilitate hybrid active learning classrooms. Traditional video conferencing systems can be expensive and complex. As a flexible and low-cost microcontroller, Arduino can offer a solution tailored to educational needs (1).
  • Problem Statement: Numerous schools and educators encounter difficulties in accommodating students who are unable to attend in person due to various genuine reasons. There is a pressing need for a solution that is both user-friendly and seamlessly integrated into existing educational frameworks (2).

Who is affected and surrounding context: Students: Particularly those who don’t have access to high-quality video conferencing tools.Teachers: Who need reliable and easy-to-use tools to conduct classes effectively.Educational Institutions: Especially those with limited budgets that cannot afford expensive video conferencing systems.

- Baggrund og formål

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- Aktiviteter og handling

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- Projektets Metode

Methodology and Concrete Methods:

To investigate the problem of creating an affordable and accessible video conferencing solution using Arduino for Hybrid learning, we will employ a mixed-methods approach. This approach combines both qualitative and quantitative methods to provide a comprehensive understanding of the problem and the effectiveness of the proposed solution.

    1. Prototype Development and Testing:
      • Hardware Selection and Assembly: Choose appropriate Arduino boards, camera modules, microphones, and Wi-Fi modules. Assemble these components to create the prototype.
      • Software Development: Implement WebRTC for real-time communication and develop the necessary firmware using Arduino IDE. Create a web interface using HTML, CSS, and JavaScript.
  • Experimental Design:
      • Controlled Experiments: Conduct controlled experiments to test the prototype’s functionality, including video and audio quality, latency, and connectivity.
      • User Testing: Involve teachers and students in testing the prototype in a real classroom setting to gather feedback on usability and performance.
  • Data Collection Methods:
    • Surveys and Questionnaires: Distribute surveys to teachers and students to collect quantitative data on their experiences with the prototype.
    • Interviews: Conduct semi-structured interviews with a subset of users to gather qualitative insights into their experiences and suggestions for improvement.
    • Performance Metrics: Measure technical performance metrics such as latency, video resolution, and audio clarity during the tests.

Data Collection and Processing:

  1. Quantitative Data Collection:
    • Surveys: Use Likert-scale questions to assess user satisfaction, ease of use, and perceived effectiveness of the system.
    • Performance Metrics: Collect data on latency, video quality, and audio clarity using software tools and manual observations.
  2. Qualitative Data Collection:
    • Interviews: Record and transcribe interviews with teachers and students to capture detailed feedback and suggestions.
    • Observations: Observe the use of the prototype in classroom settings to identify any practical issues or areas for improvement.

Data Processing and Analysis:

  • Quantitative Data Analysis:
      • Statistical Analysis: Use statistical methods to analyze survey data and performance metrics. This may include descriptive statistics, correlation analysis, and hypothesis testing to determine the effectiveness of the prototype.
      • Visualization: Create graphs and charts to visualize the data and identify trends or patterns.
  • Qualitative Data Analysis:
    • Thematic Analysis: Analyze interview transcripts and observational notes to identify common themes and insights. This involves coding the data and grouping similar responses to draw meaningful conclusions.
    • Triangulation: Combine qualitative and quantitative findings to provide a comprehensive understanding of the prototype’s performance and user experiences.

Justification for the Chosen Approach:

The mixed-methods approach is appropriate for this project because it allows for a thorough investigation of both the technical performance and user experiences with the prototype. By combining quantitative data (e.g., performance metrics, survey results) with qualitative insights (e.g., interview feedback, observations), we can gain a holistic understanding of the system’s strengths and areas for improvement. This approach ensures that the solution is not only technically sound but also meets the practical needs of teachers and students in a real-world educational environment.

- Projektets Forventede Resultater

Expected Outcomes and End Products

  • Knowledge and Solutions Generated:

  1. Functional Prototype: The primary outcome will be a working prototype of a video conferencing system using Arduino. This prototype will demonstrate the feasibility of using low-cost microcontrollers for real-time audio and video communication in educational settings.
  2. Technical Insights: Detailed documentation on the hardware and software components used, including the integration of WebRTC with Arduino, will be provided. This will serve as a valuable resource for future projects and research.
  3. Performance Data: Quantitative data on the system’s performance (e.g., latency, video quality, audio clarity) and qualitative feedback from users will be collected and analyzed. This data will offer insights into the strengths and limitations of the prototype.
  4. User Experience Insights: Feedback from teachers and students will highlight the practical usability of the system, including any challenges faced and suggestions for improvement.

      (b) Impact on Target Groups:

  • Educational Institutions:
      • Cost-Effective Solution: Schools, especially those with limited budgets, will benefit from an affordable video conferencing system that can be easily implemented and maintained.
      • Enhanced Accessibility: The solution will enable remote learning for students who cannot be physically present, ensuring continuity in education.
      • Customization and Flexibility: Educational institutions can customize the system to meet their specific needs, making it a versatile tool for various teaching scenarios.
  • Teachers and Students:
      • Improved Engagement: The system will facilitate real-time interaction between teachers and students, enhancing the remote learning experience.
      • Ease of Use: A user-friendly interface will make it easy for teachers to conduct classes and for students to participate, reducing the learning curve associated with new technology.
  • Business and Technology Sectors:
    • Innovation in EdTech: The project will contribute to the growing field of educational technology by showcasing a novel application of Arduino in remote learning.
    • Potential for Commercialization: The prototype could be further developed into a marketable product, offering a new business opportunity for companies in the EdTech space.

© Limitations and Application of Results

  • Technical Limitations:
      • Hardware Constraints: Arduino boards have limited processing power and memory, which may affect the quality and scalability of the video conferencing system.
      • Internet Dependency: The system relies on stable internet connectivity, which may not be available in all remote areas.
  • Usability Challenges:
      • User Training: Teachers and students may require training to effectively use the new system, which could be a barrier to adoption.
      • Integration with Existing Systems: The prototype may need to be adapted to work seamlessly with existing educational technologies and platforms.
  • Scalability:
    • Class Size: The system’s performance may vary with the number of participants, and additional research may be needed to optimize it for larger classes.
    • Multiple Schools: Implementing the system across multiple schools may present logistical and technical challenges that need to be addressed.

(D) Application of Results

  • Pilot Programs: The prototype can be tested in pilot programs within a few schools to gather more data and refine the system before wider deployment.
  • Further Research: The findings can inform further research into improving the system’s performance and expanding its capabilities.
  • Educational Workshops: Workshops can be conducted to train teachers and IT staff on how to assemble, use, and maintain the system.

By addressing these aspects, the project aims to create a practical and impactful solution for remote learning, while also contributing valuable knowledge to the fields of educational technology and microcontroller applications.

- Projektets Forventede Effekt

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