1,692 research outputs found

    An experience on natural sciences augmented reality contents for preschoolers

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    [EN] Early education is a key element for the future success of students in the education system. This work analyzes the feasibility of using augmented reality contents with preschool students (four and five years old) as a tool for improving their learning process. A quasi experimental design based on a nonequivalent groups posttest-only design was used. A didactic unit has been developed around the topic animals by the participant teachers. The control group followed all the didactic activities defined in the developed didactic materials, while the experimental group was provided in addition with some augmented reality contents. Results show improved learning outcomes in the experimental group with respect to the control group.The Spanish Ministry Economy and Competitiveness partially supported this work (Project ref. TIN2010-21296-C02-01).Cascales, A.; Laguna, I.; Pérez López, DC.; Perona Ruiz, PD.; Contero, M. (2013). An experience on natural sciences augmented reality contents for preschoolers. Lecture Notes in Computer Science. 8022:103-112. https://doi.org/10.1007/978-3-642-39420-1_12S1031128022Barnett, W.S.: Effectiveness of Early Educational Intervention. Science 333(6045), 975–978 (2011)OECD: Investing in high-quality early childhood education and care (ECEC). OECD Publishing, http://www.oecd.org/dataoecd/0/28/48980282.pdf (retrieved)Campos, P., Pessanha, S.: Designing Augmented Reality Tangible Interfaces for Kindergarten Children. In: Shumaker, R. (ed.) Virtual and Mixed Reality, HCII 2011, Part I. LNCS, vol. 6773, pp. 12–19. Springer, Heidelberg (2011)Lim, J., Kim, S.: A Study on Markerless AR-based Infant Education System using CBIR. Communications in Computer and Information Science 78, 52–58 (2010)Chen, C.H., Su, C.C., Lee, P.Y., Wu, F.G.: Augmented Interface for Children Chinese Learning Technologies. In: 7th IEEE International Conference on Advanced Learning Technologies, pp. 268–270. IEEE Press, New York (2007)Azuma, R.: A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments 6(1), 355–385 (1997)Winkler, T., Herczeg, M., Kritzenberger, H.: Mixed Reality Environments as Collaborative and Constructive Learning Spaces for Elementary School Children. In: Barker, P., Rebelsky, S. (eds.) Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2002, pp. 1034–1039. AACE, Chesapeake (2002)Hsieh, M.C., Lee, J.S.: AR Marker Capacity Increasing for Kindergarten English Learning. In: International Multi Conference of Engineers and Computer Scientists, vol. 1, pp. 663–666 (2008)Hsieh, M.C., Lin, H.C.K.: Interaction Design Based on Augmented Reality Technologies for English Vocabulary Learning. In: Wong, S.L., et al. (eds.) Proceedings of the 18th International Conference on Computers in Education, vol. 1, pp. 663–666. Asia-Pacific Society for Computers in Education (2010)Lee, H., Lee, J.: Mathematical Education Game Based on Augmented Reality. Technologies for E-Learning and Digital Entertainment, 442–450 (2008)Hyun, E., Choi, K., Kim, G.J., Han, J., Jo, M., Kim, N.: Delphi Survey on the Use of Robot Projector based Augmented Reality in Dramatic Activity for Young Children. International Journal of Digital Content Technology and its Applications 5(11), 272–282 (2011)Kim, H.M., Song, T.H., Jung, S.M., Kwon, K.H., Jeon, J.W.: Virtual Storyteller Using Marker Based AR and FPGA. In: IEEE 54th International Midwest Symposium on Circuits and Systems, pp. 1–4. IEEE Press, New York (2011)Dunleavy, M., Dede, C., Mitchell, R.: Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology 18, 7–22 (2009)Martín-Gutiérrez, J., Saorín, J.L., Contero, M., Alcañiz, M., Pérez-López, D., Ortega, M.: Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics 34(1), 77–91 (2010)Cook, T.D., Campbell, D.T., Day, A.: Quasi-experimentation: Design and Analysis Issues for Field Settings, pp. 19–21. Houghton Mifflin, Boston (1979)Buendía, L., Colás, P., Hernández-Pina, F.: Métodos de Investigación en Psicopedagogía. McGraw Hill, Madrid (1997

    Tangible Multimedia: A Case Study for Bringing Tangibility into Multimedia Learning

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    AbstractMultimedia augmented with tangible objects is an area that has not been explored. Current multimedia systems lack the natural elements that allow young children to learn tangibly and intuitively. In view of this, we propose a research to merge tangible objects with multimedia for preschoolers, and propose to term it as “tangible multimedia”. To evaluate the feasibility of such multimedia prior to actual research, a prototype named TangiLearn has been developed for a case study. This paper is the report of what we discovered during the study. The study concluded that TangiLearn enhanced the preschoolers’ enjoyment and learning performance

    Travel through the oceans: augmented reality to enhance learning in early childhood education

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    Early education plays an important role in the education system and students success in a digital society. Kindergarten pedagogy innovation by integrating technology is recognized as lacking research, however an area which needs to be improved. In this context, augmented reality showed an unprecedented growth, particularly in what regards society and marketing purposes, being recognized as having great potential this decade in the educational innovation area. This ongoing research-based methodology aims to understand both students and educator’s perceptions, abilities and difficulties in using augmented reality. The Case study reports to a Portuguese kindergarten with a class of five-year old students (N=24). The project was designed to enhance children's knowledge about the ocean species´ characteristics (habitat, length/ size, food). A world map was produced and augmented reality was added to improve their motivation in the learning process and to acquire research skills. Furthermore, the study provides evidence of AR capabilities to promote interactive and collaborative work

    Realidad aumentada, WebGIS y storytelling para la docencia geográfica: una revisión bibliográfica

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    Innovación EducativaSe presenta un resumen con la bibliografía recopilada en el Proyecto de Innovación Docente, referida a realidad aumentada, WebGIS, cartografía y storytelling enfocados a la docencia en geografía y ciencias sociales afines. Todas las obras recogidas en el listado han podido ser consultadas a través de repositorios en Internet y en las bases de datos de la Universidad de Valladolid, y se han recopilado para poder ser consultadas en el ámbito de un grupo de innovación docenteDepartamento de Geografí

    Current Trends in Game-Based Learning

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    A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students’ motivation and engagement in learning processes.Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue “Current Trends in Game-Based Learning”. This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them

    Teacher Educators Perspectives on The Use of Augmented Reality for Foreign Language

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    The purpose of this research is to share reflections on Augmented Reality (AR) technology as an upgrade tool for foreign language development. Exploring the short but considerable literature research, this post discusses AR technology for the rise in the philosophy of upgrading, upgrading teacher nursery in position, teachers, pupils, customs, infrastructure, and sustainability, using the framework of activities outlines the suitability of the use of upgrading technology in development programs. For analysis, AR technology has essential benefits for language development; however, it is not suitable for all language types. Not only that, but this information also offers solid recommendations for activities that are enhanced with AR in 4 skills as well as language-specific applications. This information has some relevance for instructors, teachers, researchers, and creators of Augmented reality content

    Technology to Increase Peer Interactions in Preschool

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    Adding technology to the preschool classroom without interfering with social interactions is a dilemma for educators. Peer interactions are an important developmental goal in preschool age students. Increased pressure to include technology in education at earlier ages is often viewed as a hindrance to social interactions in play-based curriculum, with many educators feeling unprepared in the methods to incorporate technology. The goal of this literature review is to analyze current research to discover methods that can increase social interactions among peers with the addition of technology tools in the preschool classroom. This review looked at forty-seven studies of social interactions in children and technology uses in classrooms. Examination of this research showed the importance of social interactions, the barriers for adding technology in early childhood classrooms, and techniques in which technology use been used to show social benefits. The research demonstrates that technology has the potential to increase social interactions among preschool peers. Based on these findings, it is recommended that educators receive ongoing professional development in methods of adding technology into the social curriculum. Further research is needed to develop the most effect procedures for educator education

    The Effect of Augmented Reality on Spatial Visualization Ability of Elementary School Student

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    The invention of Augmented Reality (AR) has provided a platform for individuals to see virtual and real objects simultaneously in a real-life setting. As compared to other technologies being implemented in education setting, it may contribute a new method to educate. This study investigated the possible effect of AR technology on students’ spatial visualization ability. AR-Science Magic Book Learning System (AR-SMB) is a learning tool based on the AR technology which was developed in this study to facilitate students in learning science concept, hence enhancing their spatial visualization ability. The type of data collection methodology used is the quantitative approach in which pre-test and post-test design were implemented and the participant comprised of 34 fifth-grade students. According to the results, it was found that the scores of the Mental Rotation Test (MRT) post-test were significantly greater than the pre-test, thus AR technology can be considered to be beneficial in enhancing students’ spatial visualization ability. There is a huge difference in terms of the scores of MRT between the pre-test and post-test which concludes that the treatment given can significantly improve and contribute towards their spatial visualization ability. The findings of this research enable the educators to incorporate AR learning into their teaching process in order for students to understand the rotation and transformation of objects that are related to each other. As a result, this study has shown a significant implication for the understanding of AR’s effect in enhancing spatial visualization ability among primary school students

    Supporting learning with 3D interactive applications in early years

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    Early years education is an key element for the introduction of children in the education system. In order to improve this process, the aim of this study was to explore how guided interaction with 3D apps can fit into a preschool setting, how it can help children learn through playing and how it can improve their learning outcomes. A study was conducted with six classes of 87 students aged between 3 years to 6 years, over a 12-week period. Children used 10 inch Android tablets with a series of apps developed by our research team, about houses of the world, the skeleton & five senses and, animals. A quasi-experimental design based on a nonequivalent groups pretest and posttest de-sign revealed that an active behavior and better learning outcomes are obtained by children participating in the experimental groupCascales Martínez, A.; Martínez Segura, MJ.; Laguna- Segobia, M.; Pérez Lopez, DC.; Contero, M. (2014). Supporting learning with 3D interactive applications in early years. Lecture Notes in Computer Science. 8524:11-22. doi:10.1007/978-3-319-07485-6_2S11228524Plowman, L., Stephen, C.: Children, Play and Computers in Preschool Education. British Journal of Educational Technology 36(2), 145–157 (2005)Tootell, H., Plumb, M., Hadfield, C., Dawson, L.: Gestural Interface Technology in early childhood education: A framework for fully-engaged communication. In: Proceedings of the Annual Hawaii International Conference on System Sciences, art. no. 6479836, pp. 13–20 (2013)Marco, J., Cerezo, E.: Bringing Tabletop Technologies to Kindergarten Children. In: HCI 2009 International Conference on Human-Computer Interaction–Celebrating People and Technology, pp. 103–111. Springer, Heidelberg (2009)Heft, T.M., Swaminathan, S.: Using Computers in Early Childhood Classrooms: Teachers’ Attitudes, Skills and Practices. Journal of Early Childhood Research 6(4), 169–188 (2006)Wang, X.C., Ching, C.C.: Social Construction of Computer Experience in a First-Grade Classroom: Social Processes and Mediating Artifacts. Early Education and Development 14(3), 335–361 (2003)Couse, L.J., Chen, D.W.: A Tablet Computer for Young Children? Exploring Its Viability for Early Childhood Education. Journal of Research on Technology in Education 43(1), 75–98 (2012)Kearney, J.: Educating Young Children - Learning and Teaching in the Early Childhood Years. Early Childhood Teachers’ Association (ECTA Inc.) 3(18) (2012)Rankothge, W.H., Sendanayake, S.V., Sudarshana, R.G.P., Balasooriya, B.G.G.H., Alahapperuma, D.R., Mallawarachchi, Y.: Technology Assisted Tool for Learning Skills Development in Early Childhood. In: Proc. of 2012 International Conference on Advances in ICT for Emerging Regions (ICTer), pp. 165–168 (2012)Sandvik, M., Smørdal, O., Østerud, S.: Exploring iPads in Practitioners’ Repertoires for Language Learning and Literacy Practices In Kindergarten. Nordic Journal of Digital Literacy 3(7), 204–221 (2012)Priyankara, K.W.T.G.T., Mahawaththa, D.C., Nawinna, D.P., Jayasundara, J.M.A., Tharuka, K.D.N., Rajapaksha, S.K.: Android Based e-Learning Solution for Early Childhood Education in Sri Lanka. In: Proceedings of the 8th International Conference on Computer Science & Education (ICCSE), pp. 715–718 (2013)Zanchi, C., Presser, A.L., Vahey, P.: Next Generation Preschool Math Demo: Tablet Games for Preschool Classrooms. In: Proceedings of the 12th International Conference on Interaction Design and Children, IDC 2013, pp. 527–530 (2013)Meyer, B.: Game-based Language Learning for Pre-School Children: A Design Perspective. Electronic Journal of e-Learning 11(1), 39–48 (2013)Straub, D.W.: Validating Instruments in MIS Research. MIS Quarterly 13(2), 147–169 (1989)Cook, T.D., Campbell, D.T., Day, A.: Quasi-experimentation: Design and Analysis Issues for Field Settings, pp. 19–21. Houghton Mifflin, Boston (1979)Buendía, L., Y Berrocal, E.: La Ética de la Investigación Educativa. Ágora Digital 1 (2011)Tojar, J., Serrano, J.: Ética e Investigación Educativa. RELIEVE 6(2) (2000)Cascales, A., Laguna, I., Pérez-López, D., Perona, P., Contero, M.: 3D Interactive Applications on Tablets for Preschoolers: Exploring the Human Skeleton and the Senses. In: Hernández-Leo, D., Ley, T., Klamma, R., Harrer, A. (eds.) EC-TEL 2013. LNCS, vol. 8095, pp. 71–83. Springer, Heidelberg (2013

    Mirror..mirror on the Wall Are We Real in Reality? Virtual Reality Learning Application in Malaysian Education

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    Virtual reality has a lot of promise, and its use in education and industry has recently piqued the interest of many in academia. In Malaysian educational environments, there are presently just a few thorough studies on how academics and educationists use immersive virtual reality. Until far, Virtual Reality-based education in Malaysia has received little attention in the literature. This is a systematic literature review paper that follows closely the methodology of PRISMA that consists of rigid and vigorous literature search. Findings showed in virtual reality's use, including not taking into account the best practices for teaching and lack of evaluations Keywords:: Virtual Reality; Learning Environment; Systematic Literature Review eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia
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