418,919 research outputs found

    Experiencia de enseñanza de programación con realidad aumentada

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    En este trabajo se presenta una experiencia innovadora realizada para la enseñanza de conceptos básicos de programación utilizando un material educativo que incluye actividades de Realidad Aumentada (RA), con alumnos de primer año de las carreras de Informática. La Realidad Aumentada comprende aquella tecnología capaz de complementar la percepción e interacción con el mundo real, brindando al usuario un escenario real, aumentado con información adicional generada por una computadora. En primer lugar, se describen las etapas realizadas para llevar adelante la experiencia, esto es: la planificación, el desarrollo y la evaluación, que incluyen las sesiones de trabajo con los alumnos y docentes. Luego se explica brevemente el diseño del material educativo desarrollado y utilizado en el marco de la experiencia, y finalmente se presentan los primeros resultados obtenidos en la evaluación. A partir de las primeras evaluaciones realizadas se observa que la Realidad Aumentada ha logrado la motivación de los alumnos y docentes para el tratamiento del tema seleccionado, y se vislumbra una mejora en la comprensión de las estructuras de control que se abordan como parte del material desarrollado.In this work, an innovative teaching experience of basic concepts on programming is presented, which includes the use of a digital educative material with Aug-mented Reality (AR) activities for Computer Science first year students. Augmented Reality comprises the technology that is able to support the perception and interaction with the real world, giving the user a real scenario, augmented with additional information generated by a computer. Firstly, the phases that have been carried out to develop the experience are described, that is: planning, development and evaluation; these phases include the working sessions with students and educators. Then, the design of the digital material used in the experience is briefly discussed, and finally, the first results obtained with the evaluation are detailed. It is shown, from the first evaluations, that Augmented Reality has motivated students and professors to deal with the selected subject, and there are signs of improvement in the comprehension of control structures that are tackled as part of the digital material

    The impact of mobile computer-based physics laboratory in learning forces and motion

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    Forces and Motion is a topic in Physics that requires students to relate to real life applications, but most students have difficulties in connecting a physical concept to its corresponding representation and connecting the representation to the real world, contributing to poor conceptual understanding. Conventional teaching approaches whereby teachers use lectures more than experiments also create low interest in studying Physics. Some school laboratories are also not equipped sufficiently and some of the apparatus are outdated, malfunctioning or absent. Meanwhile, international assessments such as TIMSS and PISA have ranked Malaysia below the international average score, indicating low thinking skills among school students. Therefore, a mobile science laboratory (MSL) is used in the research to provide a well functioning laboratory and the use of a microcomputer-based laboratory (MBL) to provide up-to-date apparatus in data acquisition and real time data. This research investigates the impact of the Mobile Computer-based Physics Laboratory (MCPL) which is a combination of the use of MSL and MBL, in teaching and learning Forces and Motion. This research is important in increasing students’ interest in Physics, giving insight and experience in doing computer-based experiments, and immersing the students in a university-level laboratory experience. In the study, teachers explored computer-based experiments and used experiments in developing Physics concepts during teaching and learning. The theory underpinning this research was Experiential Learning Theory in which the students learn MCPL through the experiential learning cycle. This research used a sequential explanatory mixed method design with one group pre-test and post-test in six weeks of intervention. 94 Form 4 students were involved in this research, and 13 interviews were carried out. The variables investigated included students’ interest, physics achievement at higher order thinking skills (HOTS), students’ and teachers’ perception and learning using MCPL. A significant and positive impact on students’ achievement in the topic was found (M = 15.564, SD = 3.336) and Z = -2.357, p = 0.018. Achievement at HOTS has significantly improved (M = 7.011, SD = 1.909). Impact on students’ interest was also significant with med = 62, Z = -5.629, p = .000. Students’ and teachers’ perceptions were positive towards MCPL experiments in the module. The qualitative findings were used to develop a framework that helps teachers to implement MCPL teaching and learning of Forces and Motion. The framework can be used effectively in integrating experience and computer based experiments which saves time, allows meaningful science exploration, development of conceptual understanding as well as nurturing students’ HOTS

    Experiencia de enseñanza de programación con Realidad Aumentada

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    En este trabajo se presenta una experiencia innovadora realizada para la enseñanza de conceptos básicos de programación utilizando un material educativo que incluye actividades de Realidad Aumentada (RA), con alumnos de primer año de las carreras de Informática. La Realidad Aumentada comprende aquella tecnología capaz de complementar la percepción e interacción con el mundo real, brindando al usuario un escenario real, aumentado con información adicional generada por una computadora. En primer lugar, se describen las etapas realizadas para llevar adelante la experiencia, esto es: la planificación, el desarrollo y la evaluación, que incluyen las sesiones de trabajo con los alumnos y docentes. Luego se explica brevemente el diseño del material educativo desarrollado y utilizado en el marco de la experiencia, y finalmente se presentan los primeros resultados obtenidos en la evaluación. A partir de las primeras evaluaciones realizadas se observa que la Realidad Aumentada ha logrado la motivación de los alumnos y docentes para el tratamiento del tema seleccionado, y se vislumbra una mejora en la comprensión de las estructuras de control que se abordan como parte del material desarrollado.In this work, an innovative teaching experience of basic concepts on programming is presented, which includes the use of a digital educative material with Augmented Reality (AR) activities for Computer Science first year students. Augmented Reality comprises the technology that is able to support the perception and interaction with the real world, giving the user a real scenario, augmented with additional information generated by a computer. Firstly, the phases that have been carried out to develop the experience are described, that is: planning, development and evaluation; these phases include the working sessions with students and educators. Then, the design of the digital material used in the experience is briefly discussed, and finally, the first results obtained with the evaluation are detailed. It is shown, from the first evaluations, that Augmented Reality has motivated students and professors to deal with the selected subject, and there are signs of improvement in the comprehension of control structures that are tackled as part of the digital material

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Visualyzart Project – The role in education

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    The VisualYzARt project intends to develop research on mobile platforms, web and social scenarios in order to bring augmented reality and natural interaction for the general public, aiming to study and validate the adequacy of YVision platform in various fields of activity such as digital arts, design, education, culture and leisure. The VisualYzARt project members analysed the components available in YVision platform and are defining new ones that allow the creation of applications to a chosen activity, effectively adding a new language to the domain YVision. In this paper we will present the role of the InstitutoPolitécnico de Santarém which falls into the field of education.VisualYzART is funded by QREN – Sistema de Incentivos à Investigação e Desenvolvimento Tecnológico (SI I&DT), Project n. º 23201 - VisualYzARt (from January 2013 to December 2014). Partners: YDreams Portugal; Instituto Politécnico de Santarém - Gabinete de e-Learning; Universidade de Coimbra - Centro de Informática e Sistemas; Instituto Politécnico de Leiria - Centro de Investigação em Informática e Comunicações; Universidade Católica do Porto - Centro de Investigação em Ciência e Tecnologia das Artes.info:eu-repo/semantics/publishedVersio
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