25,955 research outputs found

    Mobile learning: benefits of augmented reality in geometry teaching

    Get PDF
    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Implementing Augmented Reality (AR) on Phonics-based Literacy among Children with Autism

    Get PDF
    The implementation of Augmented Reality (AR) technology in education has created an interesting approach to enhance the effectiveness and attractiveness of teaching and learning for students in real-life scenarios. This medium offers unique affordances, combining physical and virtual worlds, with continuous and implicit user control of the point of view and interactivity. This paper introduces the technology of augmented reality and its capabilities in facilitating children with autism. AR is a technology that overlays digital information on a live view of the physical world to create a blended experience. AR provides unique experiences and opportunities to learn and interact with information in the physical world. Hence, AR can be one of the effective technologies available in developing tools for teaching and learning with the combination of the virtual world and real objects such as transportation, fruits, numbers, and alphabets. This will facilitate the autistic child to recognize the abstract concepts of the real objects and their descriptions. The purpose of this paper was to investigate the use of AR on mobile devices in fostering literacy in academic and learning skills for children with autism using the phonics learning method. This prototype helps the autistic child to capture and associate the graphics or pictures of the surrounding objects so as improving the literacy and learning skills of the children. The results show that the children can pronounce and to distinguish between vowels “a”, “i” and “u”. The children are also able to answer most of the questions in the exercises provided. The interactivity between the children and the application raises their attention and focus mainly in literacy and learning skills

    Supporting Collaborative Learning in Computer-Enhanced Environments

    Full text link
    As computers have expanded into almost every aspect of our lives, the ever-present graphical user interface (GUI) has begun facing its limitations. Demanding its own share of attention, GUIs move some of the users\u27 focus away from the task, particularly when the task is 3D in nature or requires collaboration. Researchers are therefore exploring other means of human-computer interaction. Individually, some of these new techniques show promise, but it is the combination of multiple approaches into larger systems that will allow us to more fully replicate our natural behavior within a computing environment. As computers become more capable of understanding our varied natural behavior (speech, gesture, etc.), the less we need to adjust our behavior to conform to computers\u27 requirements. Such capabilities are particularly useful where children are involved, and make using computers in education all the more appealing. Herein are described two approaches and implementations of educational computer systems that work not by user manipulation of virtual objects, but rather, by user manipulation of physical objects within their environment. These systems demonstrate how new technologies can promote collaborative learning among students, thereby enhancing both the students\u27 knowledge and their ability to work together to achieve even greater learning. With these systems, the horizon of computer-facilitated collaborative learning has been expanded. Included among this expansion is identification of issues for general and special education students, and applications in a variety of domains, which have been suggested
    corecore