DEVELOPMENT OF 3D SOLID SHAPES IN AUGMENTED REALITY, AUGMO: A GAME-BASED LEARNING APPLICATION Malek El Kouzi, M. Omair Shafiq School of Information Technology, Carleton University (CANADA) Abstract Augmented Reality technology is proving itself as a handy tool in daily life. In the field of education, textbooks are used as the main tool for students learning. Even though some schools use tablets and smart boards in their classrooms, still they depend on textbooks for teaching. Implementing augmented reality in classrooms means achieving amazing and cost-effective teaching tools. A teacher’s goal is to make their lessons so exciting and enjoyable that students are enthusiastic about learning. Augmented reality for education transforms a repetitive and unexciting lesson into an interesting and interactive lecture. This study presents an Augmented Reality Educational Application named AUGMO. The application inspires interaction and permits content flexibility, self-evaluation and can be successfully implemented for learning and development in the classroom. Our study successfully helped elementary school students learn about 3D Solid Shapes by introducing them to AR technologies. AUGMO allowed students to interact with 3D Solid Shapes models and learn similarities and differences while just using a tablet, a picture, and their hands. The results show that most students think that AUGMO assisted them to visualize and understand better about solid shapes. Additionally, the data collected from the study proved that there is a substantial increase in correct answers about the solid shapes structures after using our AR application. 1 INTRODUCTION Over the last few years, projects related to serious games have begun to arise as an essential outcome of the gaming industry. There is a high request for games which are not having the entertainment as the only goal. The demand for games which joins the fun with the ideas, skills, technologies, and techniques is at the all-time high. The creators of those games keep in mind a specific goal that they want the player to achieve from playing this game. So, they use the environment and techniques available in their hands to educate the players or train them or to promote a specific item that they need to sell using this game. One kind of serious games are educational games. It is a message-based game that aims to deliver a specific message in an educational, informative or persuasive fashion. The player will practice this concept while he/she is playing that game which will help him/her in learning. Education is activity changing since the starting from a long time ago; it is always changing and improving through time depending on the technology and techniques that the human is finding and discovering. Computer technology is experiencing tremendous development in different fields that seem obvious to all of us. The combinations of technology with educational topics and curriculum have seen many changes in the way people learn and acquire knowledge. Nowadays is the era when video games started to include motion tracking, 3-d gaming, VR and AR, and more sophisticated technology. AR applied to education becomes a secret component to improve learning processes right here, right now. Augmented reality turns any usual doings into an engaging, interactive exercise inspiring audience of any age to gain knowledge and spend more time in the pursuit of learning they would never have done otherwise. It is not difficult to find applications that can show a 3D Augmented Reality Shapes, What makes this application unique is that it was assembled on an existing educational problem (students do not understand well this topic) and it was presented to the students using creative and exciting ways leveraging on Augmented Reality. Giving the students such a tool encourages them to improve their imagination especially that we are putting their little hands on an up to date technology at their early school stages. For evaluating the performance of the application, we checked the students understanding of the topic before and after they play the application. A survey was created and was given to the students in order to collect the data which has been analyzed and presented in tables and figures. This kind of Proceedings of EDULEARN19 Conference 1st-3rd July 2019, Palma, Mallorca, Spain ISBN: 978-84-09-12031-4 8928