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1.
胡智标 《电大教学》2014,(2):106-112
“增强现实”因其独特的技术特点,近年来颇受关注,在教育领域也不例外。通过综述增强现实技术教育应用研究的基础,进而分析了其在教育中的应用价值和技术优势.着重从增强教学效果、拓展学习空间两个维度,对增强现实技术的教育应用展开了论述。  相似文献   

2.
Augmented reality (AR) is currently considered as having potential for pedagogical applications. However, in science education, research regarding AR-aided learning is in its infancy. To understand how AR could help science learning, this review paper firstly has identified two major approaches of utilizing AR technology in science education, which are named as image-based AR and location-based AR. These approaches may result in different affordances for science learning. It is then found that students’ spatial ability, practical skills, and conceptual understanding are often afforded by image-based AR and location-based AR usually supports inquiry-based scientific activities. After examining what has been done in science learning with AR supports, several suggestions for future research are proposed. For example, more research is required to explore learning experience (e.g., motivation or cognitive load) and learner characteristics (e.g., spatial ability or perceived presence) involved in AR. Mixed methods of investigating learning process (e.g., a content analysis and a sequential analysis) and in-depth examination of user experience beyond usability (e.g., affective variables of esthetic pleasure or emotional fulfillment) should be considered. Combining image-based and location-based AR technology may bring new possibility for supporting science learning. Theories including mental models, spatial cognition, situated cognition, and social constructivist learning are suggested for the profitable uses of future AR research in science education.  相似文献   

3.
Educational technology research and development - Augmented reality (AR) is a new way to integrate virtual reality into the real world, and integrating AR into education offers opportunities for...  相似文献   

4.
This study presents a systematic review of the literature on augmented reality (AR) used in educational settings. We consider factors such as publication year, learner type (e.g., K-12, higher education, and adult), technologies in AR, and the advantages and challenges of using AR in educational settings. The full range of SSCI journals was surveyed and a total of 68 research articles were selected for analysis. The findings reveal an increase in the number of AR studies during the last four years. The most reported advantage of AR is that it promotes enhanced learning achievement. Some noted challenges imposed by AR are usability issues and frequent technical problems. We found several other challenges and numerous advantages of AR usage, which are discussed in detail. In addition, current gaps in AR research and needs in the field are identified, and suggestions are offered for future research.  相似文献   

5.
Virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR) are examples of immersive technologies that have the potential to improve medical practice and education. As a result, they have recently sparked much research interest. However, there are few reviews related to the use of immersive technologies (including VR, AR, MR, and XR) in medical practice and education. Remarkably, six research questions related to the trends, application areas, recipients, teaching contents, evaluation methods, and performance remain unanswered. To this end, this study conducts a systematic review to analyse 128 articles from 2012 source papers, all of which are indexed in the Web of Science. The review results indicate that immersive technology is currently used primarily on surgery and anatomy-related subjects for doctors, medical students and interns. Furthermore, group experiments are the most commonly used data collection method. The results provide insights into the current research trends related to immersive technology applications for medical practice and education. They also serve as an essential reference for scholars in the medical practice and education contexts.  相似文献   

6.
The importance of increasing interest in the STEM disciplines has been noted in a number of recent national reports. While many previous studies have focused on such efforts inside of the formal classroom, comparatively few have looked closely at informal learning environments. We investigate the innovative use of technology in informal learning by reviewing research on the incorporation of augmented reality (AR) at exhibit-based informal science education (ISE) settings in the literature. We report on the common STEM-focused topics that are covered by current AR applications for ISE learning, as well as the different devices used to support these applications. Additionally, we report on the prevalence of positive learning outcomes and engagement factors commonly associated with the use AR applications in informal environments. This review aims to foster continued development and implementation of AR technology in exhibit-based ISE settings by informing the community of recent findings and promoting additional rigorous research for the future.  相似文献   

7.
在全球基础教育教学方式不断重组改变的今天,教育游戏作为一种新兴的教学媒体,其寓教于乐的作用受到了相关领域专家、教师以及家长的广泛关注.游戏化学习或基于游戏的学习,尤其是使用移动应用程序和增强现实游戏,已经成为许多教育研究领域的主题.本文首先阐述了学习行为投入的概念和构成维度,并结合体验学习、动机—活动以及自我调节学习理...  相似文献   

8.
文章通过培养虚拟现实/增强现实(VR/AR)技术人才,研发VR/AR教学类产品,制定出一条有利于学校、教师、学生、社会、行业发展的高校VR/AR技术人才培养路径。第一,优化创新体系,打破学科界限,促进学生间的知识交互,推动学生知识形态螺旋式发展,形成多学科交叉汇聚、共生共享的创新研究群体。第二,完善培养体制,开展基于成果导向教育(OBE)理念的成果展示,丰富学生与教师、所开发产品使用者的互动,探索VR/AR技术体验式教学方法,拓展优质课堂内容,创新考核方式。第三,推动高层次认知、高互动、高品质的VR/AR教学类产品的成果转化与应用。  相似文献   

9.
Kangdon Lee 《TechTrends》2012,56(2):13-21
There are many different ways for people to be educated and trained with regard to specific information and skills they need. These methods include classroom lectures with textbooks, computers, handheld devices, and other electronic appliances. The choice of learning innovation is dependent on an individual’s access to various technologies and the infrastructure environment of a person’s surrounding. In a rapidly changing society where there is a great deal of available information and knowledge, adopting and applying information at the right time and right place is needed to main efficiency in both school and business settings. Augmented Reality (AR) is one technology that dramatically shifts the location and timing of education and training. This literature review research describes Augmented Reality (AR), how it applies to education and training, and the potential impact on the future of education.  相似文献   

10.
This paper presents a view of action research (AR) as a valuable way in which teachers can pose fertile questions and engage in inquiry with transformative possibilities. This counters claims of its being at best a sterile method of teacher research and at worst a perilous trap for teachers.Chris Higgins has argued that AR has lost its original intention of empowering teachers and sealing the theory practice divide. He claims that it has degenerated into a method devoid of thought. In its social science versions, it is harmful to the teacher–student relationship and teachers have been mislead into an impoverished idea of professional development. The impossible challenge for action research is to recover its original intention; impossible because the landscape of educational policy militates against it. The authors challenge Higgin's deep pessimism, his versions of AR and his negative account of the intellectual capacity of teachers. We argue that AR does empower teachers, integrates theory and practice and is alive and well, even though conditions in schools are not optimum. This argument is exemplified with numerous illustrations of actual AR projects, which evidence teachers’ participatory and collaborative work, in which they engage in positive change. There is scope for teachers wishing to develop ‘customised’ AR projects of their own in current conditions which have transformative potential in changing the practice of the individual teacher. This in turn supports building and participating in a ‘community of practice’, which strengthens the communal endeavour to contribute to good teaching and good education.  相似文献   

11.
Action research (AR) – as a participatory, problem-oriented methodology – has been employed recently in Egypt to resolve complicated classroom and learning problems, and provide context-based solutions. Simultaneously, new ‘special education’ courses have been included recently in the university bylaws of Egyptian colleges of education. This imposes challenges, especially on course design and content selection. The present study therefore aimed at negotiating and improving the structure and delivery of a new special education language-learning course entitled ‘TESOL/TEFL for Special Needs’ taught to English majors (English as a foreign language [EFL] student-teachers) at Assiut University College of Education, and reaching a final framework. Therefore, an AR methodology of two cycles was employed with two different groups of English majors throughout two successive semesters during the academic year 2012/13: the first group included 106 junior general-section EFL student-teachers (first semester, 2012); and the second group consisted of 51 senior primary-stage EFL student-teachers (second semester, 2013). Data collection tools were used for both formative and summative evaluation purposes, and thus varied both at the initial stage and during iterations. They included questionnaires, online diaries, semi-structured interviews, final feedback reports and follow-up logs. The two AR cycles resulted in a final framework of course structure/content along with some suggestions and guidelines on how to deliver it. Moreover, some implications for teaching EFL to students with special educational needs as well as some conclusions related to using AR in Egypt to resolve many teaching/learning problems were presented.  相似文献   

12.
The purpose of this review was to identify the different augmented reality (AR) modalities used to teach anatomy to students, health professional trainees, and surgeons, and to examine the assessment tools used to evaluate the performance of various AR modalities. A scoping review of four databases was performed using variations of: (1) AR, (2) medical or anatomical teaching/education/training, and (3) anatomy or radiology or cadaver. Scientific articles were identified and screened for the inclusion and exclusion criteria as per Preferred Reporting Items for Systematic Reviews and Meta-Analyses with extension for scoping reviews guidelines. Virtual reality was an exclusion criterion. From this scoping review, data were extracted from a total of 54 articles and the following four AR modalities were identified: head-mounted display, projection, instrument and screen, and mobile device. The usability, feasibility, and acceptability of these AR modalities were evaluated using a variety of quantitative and qualitative assessment tools. Within more recent years of AR integration into anatomy education, the assessment of visuospatial ability, cognitive load, time on task, and increasing academic achievement outcomes are variables of interest, which continue to warrant more exploration. Sufficiently powered studies using validated assessment tools must be conducted to better understand the role of AR in anatomical education.  相似文献   

13.
The subject of this article is the use of augmented reality technology in library and information science education. The aim is to determine the scope and potential uses of augmented reality in the education of information professionals. In order to determine the scope and forms of potential use of AR technology in LIS education a two-step analysis was conducted. The first stage was the in-depth analysis of LIS training programs offered by academic centers in Poland, including 8 programs (4 bachelor degree and 4 master degree). In this way, more than 350 learning outcomes were analyzed and grouped according to the frequency of occurrence. During the second stage of the study a list of the most important learning outcomes was compared with a list of skill areas that AR technology helps to develop, in order to formulate conclusions according to the potential use of AR in LIS education. Summarizing the results of the study, it can be concluded that AR technology is a useful teaching tool which enables students to achieve improved learning outcomes in the practical skills needed by librarians, as well as the personal and social competencies relevant to labor market needs.  相似文献   

14.
Our department has adopted action research (AR) projects as the culminating task for our master’s degree candidates. This article presents our work on mentoring graduate students towards the completion of their final AR research projects and details the deliberate structures put in place to guide them through the AR process. These structures include a full-semester course, individual meetings with an AR chair, and collaborative faculty–student feedback sessions. These collaborative conversations (between students and faculty) have allowed us to clarify our understandings of AR, set standards and goals for AR, and raise our expectations on the quality of final AR projects. We hope that the discussion in this article will give students assigned AR new insights as they conduct their research. Also, we hope that the guiding principles we have derived through our efforts can inform others who currently use or plan to assign AR to their students.  相似文献   

15.
莫灿 《教育教学论坛》2020,(13):244-247
在工业4.0的未来,数字化越来越日常化,技术将是互动、学习和获取知识的重要组成部分。教育和职业、生活等各个领域将会迎来新的要求和新的挑战,那么我们的高等教育也将应与之相适应。增强现实(AR)技术是人们好奇的新技术之一,AR在未来将为教育提供重要的贡献。文章从增强现实的概念、软硬件应用程序、现有教育中的应用来分析增强现实在高等教育中的融合应用。  相似文献   

16.
为解决创客教育实践中出现的跨学科知识点无法整合、创意难以激发、教师地位缺失等问题,将 VR/AR 技术应用于创客教育,搭建高参与度、高创意度与高素质协作的创客教学模式。以《Arduino 创意机器人》中 《闪烁 LED》为例开展课堂应用,取得较好教学效果。探究创客教育教学模式,借助 VR 和 AR 技术挖掘更完善的教学模式与教学活动方式,为创客教育发展提供参考。  相似文献   

17.
Although cadavers constitute the gold standard for teaching anatomy to medical and health science students, there are substantial financial, ethical, and supervisory constraints on their use. In addition, although anatomy remains one of the fundamental areas of medical education, universities have decreased the hours allocated to teaching gross anatomy in favor of applied clinical work. The release of virtual (VR) and augmented reality (AR) devices allows learning to occur through hands‐on immersive experiences. The aim of this research was to assess whether learning structural anatomy utilizing VR or AR is as effective as tablet‐based (TB) applications, and whether these modes allowed enhanced student learning, engagement and performance. Participants (n = 59) were randomly allocated to one of the three learning modes: VR, AR, or TB and completed a lesson on skull anatomy, after which they completed an anatomical knowledge assessment. Student perceptions of each learning mode and any adverse effects experienced were recorded. No significant differences were found between mean assessment scores in VR, AR, or TB. During the lessons however, VR participants were more likely to exhibit adverse effects such as headaches (25% in VR P < 0.05), dizziness (40% in VR, P < 0.001), or blurred vision (35% in VR, P < 0.01). Both VR and AR are as valuable for teaching anatomy as tablet devices, but also promote intrinsic benefits such as increased learner immersion and engagement. These outcomes show great promise for the effective use of virtual and augmented reality as means to supplement lesson content in anatomical education. Anat Sci Educ 10: 549–559. © 2017 American Association of Anatomists.  相似文献   

18.
本文论述了中小学教师应如何使用行动研究的方法进行科研,并认为行动研究可以加速教育科研“产业化”。行动研究以合作的定性研究为主,实地研究和反思是行动研究的关键,日记是重要的环节。本文以笔者正在研究的一个课题为例对行动研究的方法作了详细的介绍。  相似文献   

19.
The rapid and ongoing development of digital technologies continues to create new opportunities for education. Over the last decade this has enabled the establishment of blended learning approaches and online education. More recently, Augmented Reality (AR) has emerged as a unique technology that can transform learning experiences across diverse disciplines. This article outlines the development of an AR prototype, Master of Time, which was created to educate first year students and non‐designers on the foundational principles of landscape architecture. This study examines the learning potential and benefits of AR technology with a focus on creating new practices in digital storytelling across situated experiences. In outlining project outcomes, the authors propose a series of critical design principles, strategies and methodologies for educators to apply when developing AR learning experiences across disciplines. Included within this is a framework for transdisciplinary and co‐design collaboration, which is essential for educators working in the forefront of learning technologies.  相似文献   

20.
Most studies of Augmented Reality (AR) in education have considered students’ learning outcomes and motivation. Previous studies have revealed that AR has the potential to help students learn abstract conceptions in mathematics. In this paper, a series of statistics and probability lessons using AR installed on tablets was designed and developed to examine the effect of the AR technology by comparing the conceptions and learning approaches of junior high school students with different levels of self-efficacy. A total of 101 students were divided into two groups based on their mathematics learning self-efficacy. The analysis of the results shows that AR applications in mathematics courses can help students with higher self-efficacy to pay closer attention to higher level conceptions. It can also help higher self-efficacy students to apply more advanced strategies when learning mathematics.  相似文献   

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