13,204 research outputs found

    An observational study of children interacting with an augmented story book

    Get PDF
    We present findings of an observational study investigating how young children interact with augmented reality story books. Children aged between 6 and 7 read and interacted with one of two story books aimed at early literacy education. The books pages were augmented using animated virtual 3D characters, sound, and interactive tasks. Introducing novel media to young children requires system and story designers to consider not only technological issues but also questions arising from story design and the design of interactive sequences. We discuss findings of our study and implications regarding the implementation of augmented story books

    Emerging technologies for learning report (volume 3)

    Get PDF

    Enhancing Literacy Instruction through Technology

    Get PDF
    Technology has altered how children experience language. As technology has taken root in society, literacy skills have expanded beyond simply reading and writing print texts to include interacting with digital texts and media. To prepare students to operate in this digital environment, teachers should integrate technology into language arts instruction; however, many teachers feel unprepared to do so effectively. Additionally, some teachers hesitate to implement technology into language arts instruction as a tool because of its supposed negative effects on literacy. Despite beliefs about technology inhibiting reading and writing, teachers can utilize technology to enhance literacy instruction. The digital age has laid the foundation for new literacies, and teachers must build upon it

    PaperChains: Dynamic Sketch+Voice Annotations

    Get PDF
    In this paper we present a novel interface for collaborative creation of evolving audio-visual documents. PaperChains allows users to sketch on paper and then augment with digital audio, allowing both the physical and digital objects to evolve simultaneously over time. The technique we have developed focuses on affordability and accessibility in its design, using standard cameraphones and telephone connections, which allow it to be used in regions where literacy, technological ex-perience and data connections cannot necessarily be taken for granted. The main use-case that we focus on in this paper is for collaborative storytelling, an area which has been well studied and previously proven to be of value in resource constrained environments. To investigate the relevance of the approach in these contexts, we undertook two usability evaluations in India and South Africa. Results from these investigations indicate users ’ ability to both create and interpret stories using the software, as well as demonstrating high overall usability and enjoyment. We end with a discussion of the implications of our design and opportunities for use in other contexts. Author Keywords Sketching; audio; photographs; cameraphones

    From research to design: Perspectives on early years and digital technologies

    Get PDF
    The three papers explore how we can use existing research traditions to create challenging new directions for design and development of technologies for the early years. The papers focus on literacy, numeracy and reflections on the design process

    Augmented reality reading support in higher education: Exploring effects on perceived motivation and confidence in comprehension for struggling readers in higher education

    Get PDF
    Technology has shown promise to aid struggling readers in higher education, particularly through new and emerging technologies. Augmented reality (AR) has been used successfully in the classroom to motivate and engage struggling learners, yet little research exists on how augmented print might help struggling readers. This study explores this gap, specifically art/design students in higher education and their perceived motivation to read, as well as their engagement with, and comprehension of an augmented design theory text. This study employed an exploratory, mixed methods design. Analysis of the findings indicates most students, including self-identified struggling and typical readers, would use AR support for other text if provided. Results highlight the potential for using AR on text to provide reading support and the need for additional research on its implementation and impact

    Reading discrepency and the promise of computer technology

    Get PDF
    Computer technology is one of the promising tools for students with reading discrepancy.In the first section this paper discusses previous studies related to computer technology which is used to improve reading. Second section puts forward reviews on research that has been carried out on augmented reality technology and learning. Summarized data from 2001 to 2008 are also highlighted as evidence on how augmented technology improves reading. This paper finally put up the proposed Bahasa Melayu augmented reality books for students with reading disability

    Designing eBook interaction for mobile and contextual learning

    Get PDF
    Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to built a first model of a dynamic book that may function as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9-10 years old, in Portuguese schools. This paper presents the design and features of this interactive book titled "Adventures in the Guadiana River", developed using the Apple iBook format, and especially set for the iPad retina. Because this is a proprietary format we also built a prototype following the EPUB3 standard and developed new ways to interact with content within this universal format. Preliminary tests with our prototypes revealed very good usability and promising pedagogical potential in the proposed models.info:eu-repo/semantics/publishedVersio

    Literacy for digital futures : Mind, body, text

    Get PDF
    The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In today’s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes – Mind and Materiality; Body and Senses; and Texts and Digital Semiotics – to shape readers’ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice
    • …
    corecore