31,229 research outputs found

    Using the Proteus virtual environment to train future IT professionals

    Get PDF
    Abstract. Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article

    Üç Boyutlu Sanal Ortamlar ve Artırılmış Gerçeklik Uygulamalarının Öğrenme Başarısı Üzerindeki Etkisi: Bir Meta-Analiz Çalışması

    Get PDF
    The objective of the study is to analyze the effect of three dimensional (3D) virtual environment and augmented reality applications on learning achievement. In line with this purpose, experimental studies were considered and the effects of experimental and control groups on learning achievement analyzed. In the experimental group, the applications which were established through the 3D virtual environment and augmented reality technologies while control group consisted of face to face environment. In order to realize this aim, the meta-analysis method used in educational sciences was preferred. Key words for 3D virtual environments meta-analysis scanning are: ‘“3D virtual world” & achievement’ and ’“3D virtual environment” & achievement’. And the key word determined for the augmented reality meta- analysis scanning is ’“augmented reality” & achievement’. Within the context of the research, the databases such as Science Direct, ERIC, Taylor & Francis, EBSCO, Emerald, JSTOR, SAGE, SpringerLink and Google Scholar were analyzed. The determined keywords were entered into the aforementioned databases and 4.682 articles published between 2010 and 2016 were controlled in terms of their conformity to the objectives of the research. After the initial analysis, 47 articles were determined on 3D virtual environment while 57 articles were on the augmented reality. Among the 47 articles on 3D virtual environments, 20 articles which conform to the inclusion criteria were determined and 24 articles among the 57 articles on augmented reality were employed for meta-analysis. The dependent variable of the research is learning achievement while independent variable is experimental and control groups. Education level was determined as the moderator variable in the research. According to the results of the research, it was found that 3D virtual environments had moderate levels of effect on learning achievement on behalf of the experimental group (d=0.32). similar to those results, augmented reality applications had also moderate level of effect on learning achievement on behalf of experimental group (d=0.46). According to the results of the moderator analysis conducted, it was determined that the selection of the study sample as undergraduate, primary school, high school and secondary school did not change the effect size of the 3D virtual environments on the learning success. Again, according to the results of the moderator analysis, it was determined that the selection of the study sample as a secondary school, primary school and graduate did not change the effect size of the augmented reality applications on the learning success.Araştırmanın amacı, 3 boyutlu (3B) sanal ortam ve artırılmış gerçeklik uygulamalarının öğrenme başarısı üzerindeki etkisini incelemektir. Bu amaç doğrultusunda, deneysel çalışmalar dikkate alınarak, deney ve kontrol gruplarının öğrenme başarısı üzerindeki etkisine bakılmıştır. Deney grubunda, bu teknolojiler kullanılarak oluşturulan uygulamalar yer alırken, kontrol grubunda yüz yüze ortam yer almıştır. Bu amacı gerçekleştirebilmek için eğitim bilimleri alanında kullanılan meta-analiz yöntemi tercih edilmiştir. 3 boyutlu sanal ortamlar meta-analiz taramasına yönelik olarak belirlenen anahtar sözcükler: ’“3D virtual world” & achievement’ ve ’“3D virtual environment” & achievement’ olmuştur. Artırılmış gerçeklik meta-analiz taraması için belirlenen anahtar kelime ise ’“augmented reality” & achievement’ olmuştur. Araştırma kapsamında ilgili araştırmalara ulaşabilmek için Science Direct, ERIC, Taylor & Francis, EBSCO, Emerald, JSTOR, SAGE, SpringerLink ve Google Scholar veri tabanları incelenmiştir. Bu veri tabanlarına belirlenen anahtar kelimeler girilerek, 2010-2016 yılları arasında yayınlanmış olan 4.682 makalenin araştırmanın amacına uygunluğu kontrol edilmiştir. Yapılan ilk incelemeden sonra, 3B sanal ortamlar için 47 makale, artırılmış gerçeklik için ise 57 makale belirlenmiştir. 3B sanal ortamlar için 47 makale içerisinden dâhil etme kriterlerine uyan 20 makale, artırılmış gerçeklik için ise 57 makaleden dâhil etme kriterlerine uyan 24 makale belirlenerek meta-analize tabi tutulmuştur. Araştırmanın bağımlı değişkeni öğrenme başarısı iken bağımsız değişkeni deney ve kontrol gruplarıdır. Araştırmada moderatör değişken olarak öğretim seviyesi belirlenmiştir. Araştırma sonuçlarına göre, 3B sanal ortamların deney grubu lehine öğrenme başarısı üzerinde orta düzeyde bir etki büyüklüğü (d=0.32) olduğu görülmüştür. Bu sonuca benzer olarak, artırılmış gerçeklik uygulamalarının da deney grubu lehine öğrenme başarısı üzerinde orta düzeyde bir etkiye (d=0.46) sahip olduğu belirlenmiştir. Yapılan moderatör analizi sonucuna göre çalışmanın örnekleminin lisans, ilkokul, lise ve ortaokul olarak seçilmesinin, 3 boyutlu sanal ortamların öğrenme başarısı üzerindeki etki büyüklüğünü değiştirmediği belirlenmiştir. Yine yapılan moderatör analizi sonucuna göre çalışmanın örnekleminin ortaokul, ilkokul ve lisans olarak seçilmesinin, artırılmış gerçeklik uygulamalarının öğrenme başarısı üzerindeki etki büyüklüğünü değiştirmediği belirlenmiştir

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

    Get PDF
    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

    Get PDF
    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    Toward future 'mixed reality' learning spaces for STEAM education

    Get PDF
    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

    Get PDF
    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    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

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language

    Get PDF
    Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities
    corecore