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1.
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary education. The review of the relative literature was carried out in the period 2000 to early 2014 in ScienceDirect and ERIC. The outcomes of this review illustrated a set of studies that provide evidence of positive outcomes regarding student learning. These studies, which focused mainly on the natural sciences and took place within informal learning environments, used both qualitative and quantitative data collection methods. The earliest study that was conducted about this topic used personal digital assistants, while the more recent one used smart (mobile) phones and tablets. The services of augmented reality focused on markers/quick response codes, virtual items, global positioning system services as well as on platforms for game creation. The findings of the literature review are discussed in relation to research approaches that are needed for augmented reality games to be played either in formal or informal learning environments.  相似文献   

2.
生物是一门以实验为基础的学科,当前5G智能新时代各项技术带来的多维感官体验、人机高效交互等新特性,这既为生物实验教学带来新机遇,也形成一些现实困境,包括教学形式、学习支持、学习环境、教学评价等方面都面临机遇与挑战。针对5G、人工智能等新媒体新技术在生物教学中的典型应用场景,对5G智能新时代的生物实验教学的数字化新路径进行了积极探索,并具体介绍几种新技术在高校生物实验教学中的应用策略。  相似文献   

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