11 research outputs found

    AUGMENTED REALITY SYSTEMS AND USER INTERACTION TECHNIQUES FOR STEM LEARNING

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    Learning practices and crosscutting concepts in science, technology, engineering, andmathematics (STEM) subjects pose challenges to young learners. Without external support to foster long-term interest and scaffold learning, children might lose interest in STEM subjects. While prior research has investigated how Augmented Reality (AR) may enhance learning of scientific concepts and increase student engagement, only a few considered young children who require developmentally appropriate approaches. The primary goal of my dissertation is to design, develop, and evaluate AR learning systems to engage children (ages 5-11) with STEM experiences. Leveraging advanced computer vision, machine learning, and sensing technologies, my dissertation explores novel user interaction techniques. The proposed techniques can give learners chance to investigate STEM ideas in their own setting, what educators call contextual learning, and lower barriers for STEM learning practices. Using the systems, my research further investigates Human-Artificial Intelligence (AI) interaction—how children understand, use, and react to the intelligent systems. Specifically, there are four major objectives in my research including: (i) gathering design ideas of AR applications to promote children’s STEM learning; (ii) exploring AR user interaction techniques that utilize personally meaningful material for learning; (iii) developing and evaluating AR learning systems and learning applications; and (iv) building design implications for AR systems for education

    Using Educational Applications on tablets to Support Science Learning Among First-Grade Saudi Primary School Children

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    Multi-touch tablets and educational apps provide young learners with opportunities to support science learning, rarely offered by traditional science teaching methods such as the chalk and talk method, which is heavily employed in Saudi schools. In many developed countries such as United States and Canada the use of tablets in classrooms has increased when compared with other mobile devices due to the educational advantages of tablets’ unique affordances (Fritschi & Wolf, 2012). To date, research conducted on using tablets as educational tools and the potential of educational apps, especially with reference to science learning among children, is insufficient. The aim of this research therefore, was to explore the role of educational apps on tablets’ potential to support science learning and engagement among first-grade Saudi children, as well as to investigate the challenges encountered in implementing mobile learning to support science education. To fulfil this aim, I designed and carried out an interpretative study in a first-grade class in a private school in Riyadh, the capital city of the Kingdom of Saudi Arabia. I employed a qualitative approach to obtain deep and extensive understanding of mobile learning. I adopted social-constructivist theory to underpin my study. To collect data, I utilized semi-structured interviews, focus groups, and participant observation. The current study involved 17 female students between 6 and 7 years old. The data was examined by inductive thematic analysis. The findings indicated that these young learners’ experiences of learning using educational and gamified apps was both personally enjoyable and meaningful. It highly engaged them emotionally and cognitively. Furthermore, social interactions between peers regarding apps’ contents and activities scaffolded their science learning and constructed their personal understanding. Also, these findings suggest that animations and multimodal apps provided children with unique learning experiences regarding abstract scientific concepts and assisted them in gaining new knowledge. Mobile apps afforded the children scaffolds and challenges in proper balance, which maintained their motivation, helped them solve problems, and promoted persistence and risk-taking. The findings of this thesis will provide science teachers, policymakers, researchers, and app developers with an understanding of the potential impact of tablets’ affordances and apps’ educational advantages in supporting and facilitating science learning and their roles in encouraging engagement and scaffolding. Which might encourage science teachers to change the traditional methods that they use in teaching science and employ mobile learning and other modern methods

    Workshop, Long and Short Paper, and Poster Proceedings from the Fourth Immersive Learning Research Network Conference (iLRN 2018 Montana), 2018.

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    ILRN 2018 - ConferĂŞncia internacional realizada em Montana de 24-29 de june de 2018.Workshop, short paper, and long paper proceedingsinfo:eu-repo/semantics/publishedVersio

    Immersive Participation:Futuring, Training Simulation and Dance and Virtual Reality

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    Dance knowledge can inform the development of scenario design in immersive digital simulation environments by strengthening a participant’s capacity to learn through the body. This study engages with processes of participatory practice that question how the transmission and transfer of dance knowledge/embodied knowledge in immersive digital environments is activated and applied in new contexts. These questions are relevant in both arts and industry and have the potential to add value and knowledge through crossdisciplinary collaboration and exchange. This thesis consists of three different research projects all focused on observation, participation, and interviews with experts on embodiment in digital simulation. The projects were chosen to provide a range of perspectives across dance, industry and futures studies. Theories of embodied cognition, in particular the notions of the extended body, distributed cognition, enactment and mindfulness, offer critical lenses through which to explore the relationship of embodied integration and participation within immersive digital environments. These areas of inquiry lead to the consideration of how language from the field of computer science can assist in describing somatic experience in digital worlds through a discussion of the emerging concepts of mindfulness, wayfinding, guided movement and digital kinship. These terms serve as an example of how the mutability of language became part of the process as terms applied in disparate disciplines were understood within varying contexts. The analytic tools focus on applying a posthuman view, speculation through a futures ethnography, and a cognitive ethnographical approach to my research project. These approaches allowed me to examine an ecology of practices in order to identify methods and processes that can facilitate the transmission and transfer of embodied knowledge within a community of practice. The ecological components include dance, healthcare, transport, education and human/computer interaction. These fields drove the data collection from a range of sources including academic papers, texts, specialists’ reports, scientific papers, interviews and conversations with experts and artists.The aim of my research is to contribute both a theoretical and a speculative understanding of processes, as well as tools applicable in the transmission of embodied knowledge in virtual dance and arts environments as well as digital simulation across industry. Processes were understood theoretically through established studies in embodied cognition applied to workbased training, reinterpreted through my own movement study. Futures methodologies paved the way for speculative processes and analysis. Tools to choreograph scenario design in immersive digital environments were identified through the recognition of cross purpose language such as mindfulness, wayfinding, guided movement and digital kinship. Put together, the major contribution of this research is a greater understanding of the value of dance knowledge applied to simulation developed through theoretical and transformational processes and creative tools

    Proceedings of the 20th International Conference on Multimedia in Physics Teaching and Learning

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    The 4IR and teacher education in South Africa:

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    The 4IR has become an overarching framework within which education systems, including teacher education, are operating. Contingent upon the ideology of neo-liberalism, the 4IR seeks to transform societies in ways which respond to the relentless developments in technology, the Internet and digital capacities which, by design and intent, are purposed at increasing both productivity and the associated quality while at the same time reducing human intervention in the same processes. In teacher education, how we teach and train student teachers will be substantially influenced by the imperatives of the 4IR. There are multiple unresolved questions as the 4IR takes centre stage. For example, what will it mean for teaching and learning in schools that have severe technological and digital deficits; for teachers and students who have minimal technological literacies; for delivering high-quality teaching and learning; for transforming both the content and pedagogies of teacher education and, above all, for delivering socially just educational experiences for all our learners, regardless of class, race, and privilege. The discourse of the 4IR is contemporary and requires multiple perspectives to explore what it means in different contexts and settings, the understandings it engenders in people, what it implies across a wide range of educational decision-making levels, and that its fundamental assumptions cohere with national and societal assumptions about equality, equity and social justice. Multiple methodological approaches were utilised in the interrogation of the idea of the 4IR in teacher education in South Africa, including theoretical, empirical, and small-scale case studies, amongst others. The data these approaches provide are equally valued based on the purposes for which they have been derived

    The 4IR and teacher education in South Africa:

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    The 4IR has become an overarching framework within which education systems, including teacher education, are operating. Contingent upon the ideology of neo-liberalism, the 4IR seeks to transform societies in ways which respond to the relentless developments in technology, the Internet and digital capacities which, by design and intent, are purposed at increasing both productivity and the associated quality while at the same time reducing human intervention in the same processes. In teacher education, how we teach and train student teachers will be substantially influenced by the imperatives of the 4IR. There are multiple unresolved questions as the 4IR takes centre stage. For example, what will it mean for teaching and learning in schools that have severe technological and digital deficits; for teachers and students who have minimal technological literacies; for delivering high-quality teaching and learning; for transforming both the content and pedagogies of teacher education and, above all, for delivering socially just educational experiences for all our learners, regardless of class, race, and privilege. The discourse of the 4IR is contemporary and requires multiple perspectives to explore what it means in different contexts and settings, the understandings it engenders in people, what it implies across a wide range of educational decision-making levels, and that its fundamental assumptions cohere with national and societal assumptions about equality, equity and social justice. Multiple methodological approaches were utilised in the interrogation of the idea of the 4IR in teacher education in South Africa, including theoretical, empirical, and small-scale case studies, amongst others. The data these approaches provide are equally valued based on the purposes for which they have been derived

    The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings

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    State-of-the-art participatory design acknowledges the true, ill-defined nature of design problems, taking into account stakeholders' values and preferences. However, it overburdens the architect, who has to synthesize far more constraints into a one-of-a-kind design. Generative Design promises to equip architects with great power to standardize and systemize the design process. However, the common trap of generative design is trying to treat architecture simply as a tame problem. In this work, I investigate the use of games and crowdsourcing in architecture through two sets of explorative questions. First, if everyone can participate in the network-enabled creation of the built environment, what role will they play? And what tools will they need to enable them? And second, if anyone can use digital fabrication to build any building, how will we design it? What design paradigms will govern this process? I present a map of design paradigms that lie at the intersections of Participatory Design, Generative Design, Game Design, and Crowd Wisdom. In four case studies, I explore techniques to employ the practices from the four fields in the service of architecture. Generative Design can lower the difficulty of the challenge to design by automating a large portion of the work. A newly formulated, unified taxonomy of generative design across the disciplines of architecture, computer science, and computer games builds the base for the use of algorithms in the case studies. The work introduces Playable Voxel-Shape Grammars, a new type of generative technique. It enables Game Design to guide participants through a series of challenges, effectively increasing their skills by helping them understand the underlying principles of the design task at hand. The use of crowdsourcing in architecture can mean thousands of architects creating content for a generative design system, to expand and open up its design space. Crowdsourcing can also be about millions of people online creating designs that an architect or a homeowner can refer to increase their understanding of the complex issues at hand in a given design project and for better decision making. At the same time, game design in architecture helps find the balance between algorithmically exploring pre-defined design alternatives and open-ended, free creativity. The research reveals a layered structure of entry points for crowd-contributed content as well as the granular nature of authorship among four different roles: non-expert stakeholders, architects, the crowd, and the tool-makers
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