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Falomo Bernarduzzi Lidia Bernardi Ester Maria Ferrari Alberto Garbarino Maria Carla Vai Andrea 《Science & Education》2021,30(3):755-773
Science & Education - The Pavia University History Museum, which houses historic items mainly connected to the physics and medicine fields, has focused in the past years on new ways to involve... 相似文献
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Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers 总被引:3,自引:5,他引:3
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change.
Science education needs to prepare students for a future world in which multiple representations are the norm and adults are
required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive”
pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific
discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28
students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science.
We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly
argumentation), how game structures affect students’ thinking, the impact of role playing on learning, and the role of the
physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific
argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that
requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process,
creating supports for student thinking non-existent in most inquiry-based learning environments. 相似文献
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《学校用计算机》2013,30(3-4):93-106
Abstract Reports show that handheld, wireless computers, once used by business professionals to keep track of appointments, contacts, e-mail, and the Internet, have found their way into classrooms and schools across the United States. However, there has not been much systematic research to investigate the effects of these new technology tools on student attitude and learning outcomes, nor has there been much research evidencing that handheld, wireless computers can improve student engagement in the learning process. The purpose of this paper is to use the literature on principles of learning and instruction to develop an action-instructional model for utilization of handheld computers in the classroom. It will explain how such a model was used to integrate handheld, wireless computers in the design and development of classroom instruction and what the evaluation results are. The paper also provides some insights on what was learned from this experiment. 相似文献
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Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning 总被引:6,自引:2,他引:6
Matt Dunleavy Chris Dede Rebecca Mitchell 《Journal of Science Education and Technology》2009,18(1):7-22
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating
in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE)
interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths
and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies
across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document
the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data
through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported
that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR
simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges
for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented
unique technological, managerial, and cognitive challenges to teaching and learning. 相似文献
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增强现实环境中的学习注重虚拟与现实的结合,通过在现实环境之中叠映虚拟三维场景信息,让学习者使用电脑或移动终端在虚实融合的学习环境中交互学习。文章在精要阐述增强现实技术可为儿童构建四种类型的虚实结合的交互学习环境的基础上,以交互式儿童多媒体科普电子书为例,论述基于增强现实的儿童虚拟交互学习环境的结构功能、开发工具、三维模型和标志物的设计及制作、增强现实引擎的实现,以及阅读机理与流程。 相似文献
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Through this study the authors evaluate outcomes associated with the use of handheld computers by interventionists in improving the efficiency of direct systematic classroom observation. Information from observations is used by interventionists for treatment planning and evaluation. In this study, interventionists were trained to use personal digital assistants with classroom observational software for use with students who displayed low levels of academic engagement. Results indicated that the personal digital assistants and observational software were perceived as user-friendly, increased computer self-efficacy, and facilitated treatment planning and evaluation. Discussion focuses on implications for use of handheld computers and mobile devices by interventionists. 相似文献
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通过对AR产品现状与发展趋势分析,从技术因素、保持消费平滑过渡原则、串并行发展策略与市场前期目标等方面,阐述AR产品的迭代进化路径。分别对AR几类主要产品存在的问题进行分析。结合5G、AR云在AR技术上的普及应用,AR眼镜将成为下一代主流产品等现实情况,提出AR Glass仍具缺陷,裸眼3D全息显示更符合用户习惯,光场(Light Field)技术将扮演关键角色,可能将为AR技术甚至人类生活带来颠覆性变革的观点。 相似文献
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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
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Matt Dunleavy 《TechTrends》2014,58(1):28-34
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning experiences. A review of the literature reveals the following three design principles as instructive: 1. Enable and then challenge (challenge): 2. Drive by gamified story (fantasy); and 3. See the unseen (curiosity). These design principles can also be viewed as an attempt to either leverage the unique affor- dances of AR or minimize the limitations of the medium as reported in the literature (Dunleavy & Dede, 2014). As the field matures and more research teams explore the potential of AR to enhance teaching and learning, it will be critical to determine the design techniques that optimize the unique affordances of AR, minimize the limitations of the medium, and ultimately enhance learning across the curriculum. 相似文献
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高普及度、便携易用的智能手持设备是能够体现增强现实价值的重要平台,增强现实创新了移动应用模式,为移动学习提供了新的学习支持。文章在概述增强现实软硬件系统的基础上,基于Hype Cycle模型与地平线报告分析,阐述了移动学习与增强现实的发展现状与前景。分析了基于增强现实的移动学习的已有研究与应用案例,探讨了Specht的增强现实学习模式,并构建了增强现实学习系统的设计与开发模型。 相似文献
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增强现实教育游戏的应用 总被引:2,自引:0,他引:2
增强现实教育游戏,能够使学习者感受到高度虚实结合、实时的交互和沉浸感。业已研发的增强现实教育游戏大致可分为两类:基于场所的增强现实教育游戏与基于视觉的增强现实教育游戏。多个应用案例表明,增强现实教育游戏具有提供情境、支持协作、促进自主学习等作用。进一步地研究需要进行更多的增强现实教育游戏实例的开发,并且探索增强现实教育游戏的创新应用。 相似文献
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Dylan J.H.A. Henssen Loes van den Heuvel Guido De Jong Marc A.T.M. Vorstenbosch Anne-Marie van Cappellen van Walsum Marianne M. Van den Hurk Jan G.M. Kooloos Ronald H.M.A. Bartels 《Anatomical sciences education》2020,13(3):353-365
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a pretest (extended matching questions, double-choice questions and a test on cross-sectional anatomy) and a mental rotation test (MRT) were completed. Sex and MRT scores were used to stratify students over the two groups. The two practical assignments were designed to study (1) general brain anatomy and (2) subcortical structures. Subsequently, participants completed a posttest similar to the pretest and a motivational questionnaire. Finally, a focus group interview was conducted to appraise participants’ perceptions. Medical and biomedical students (n = 31); 19 males (61.3%) and 12 females (38.7%), mean age 19.2 ± 1.7 years participated in this experiment. Students who worked with cross-sections (n = 16) showed significantly more improvement on test scores than students who worked with GreyMapp-AR (P = 0.035) (n = 15). Further analysis showed that this difference was primarily caused by significant improvement on the cross-sectional questions. Students in the cross-section group, moreover, experienced a significantly higher germane (P = 0.009) and extraneous cognitive load (P = 0.016) than students in the GreyMapp-AR group. No significant differences were found in motivational scores. To conclude, this study suggests that AR applications can play a role in future anatomy education as an add-on educational tool, especially in learning three-dimensional relations of anatomical structures. 相似文献
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Magdalena Wójcik 《Education and Information Technologies》2016,21(6):1555-1569
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
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This paper proposes a novel registration method for augmented reality (AR) systems based on Oriented FAST and Rotated BRIEF (ORB) and Fast Retina Keypoint (FREAK) natural features. In the proposed ORB-FREAK method, feature extraction is implemented based on the combination of ORB and FREAK, and the feature points are matched using Hamming distance. To get good matching points, cross-checks and least median squares are used to perform outlier filtration, and camera pose is estimated using the matched points. Finally, AR is rendered. Experiments show that the proposed method improves the speed of registration to be in real time; the proposed method can accurately register the target object under the circumstances of partial occlusion of the object; and it also can overcome the effects of rotation, scale change, ambient light and distance. 相似文献
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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