13 research outputs found

    Supporting Reflection and Classroom Orchestration with Tangible Tabletops

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    Tangible tabletop systems have been extensively proven to be able to enhance participation and engagement as well as enable many exciting activities, particularly in the education domain. However, it remains unclear as to whether students really benefit from using them for tasks that require a high level of reflection. Moreover, most existing tangible tabletops are designed as stand-alone systems or devices. Increasingly, this design assumption is no longer sufficient, especially in realistic learning settings. Due to the technological evolution in schools, multiple activities, resources, and constraints in the classroom ecosystem are now involved in the learning process. The way teachers manage technology-enhanced classrooms and the involved activities and constraints in real-time, also known as classroom orchestration, is a crucial aspect for the materialization of reflection and learning. This thesis aims to explore how educational tangible tabletop systems affect reflection, how reflection and orchestration are related, and how we can support reflection and orchestration to improve learning. It presents the design, implementation, and evaluations of three tangible tabletop systems – the DockLamp, the TinkerLamp, and the TinkerLamp 2.0 – in different learning contexts. Our experience with these systems, both inside and outside of the laboratory, results in an insightful understanding of the impacts of tangible tabletops on learning and the conditions for their effective use as well as deployment. These findings can be beneficial to the researchers and designers of learning environments using tangible tabletop and similar interfaces

    Using Augmentations as Bridges from Concrete to Abstract Representations

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    We describe a pedagogical approach supporting the acquisition of abstraction skills by apprentices in logistics. Apprentices start with a concrete representation in the form of a small-scale model which aims at engaging them in learning activities. Multiple External Representations are used to progressively introduce more abstract representations displayed on paper-based forms called TinkerSheets. We present the implementation of this approach on the TinkerTable, a tabletop learning environment which is used in two professional schools by four different teachers. We report observations of the use of the environment at different stages of the curriculum with first- and second-year apprentices

    Designing Augmented Reality for the Classroom

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    Augmented reality (AR) has recently received a lot of attention in education. Multiple AR systems for learning have been developed and tested through empirical studies often conducted in lab settings. While lab studies can be insightful, they leave out the complexity of a classroom environment. We developed three AR learning environments that have been used in genuine classroom contexts, some of them being now part of classroom regular practices. These systems and the learning activities they provide have been co-designed with teachers, for their own classrooms, through multiple cycles of prototyping and testing. We present here the features that emerged from these co-design cycles and abstract them into design principles. (C) 2013 Elsevier Ltd. All rights reserved

    Task Performance vs. Learning Outcomes: A Study of Tangible User Interface in Classroom Setting

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    Tangible User Interfaces (TUIs) offer the potential to facilitate collaborative learning in new ways. This paper presents an empirical study that investigated the effects of a TUE in a classroom setting on task performance and learning outcomes. In the tangible condition, apprentices worked together around an interactive tabletop warehouse simulation using tangible inputs. In the paper condition, they performed the same activity with only paper and pens. Results showed that the tangible condition resulted in better task performance (more alternative solutions explored and better final solution) but did not affect learning outcomes, i.e. understanding of important concepts and applying them to a problem-solving question. We discuss reasons for this in terms of task structure and type, nature of tangible user interfaces and effective interaction requirements

    « Teegi, il est trop beau »: Exemple d'évaluation du potentiel pédagogique d'une interface tangible interactive pour enfants en contexte scolaire

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    International audienceThe cerebral activity is an intangible physiological process difficult to apprehend, especially for children. With the aim of providing a new type of educational support, we studied the pedagogical potential of an interactive tangible interface (Teegi) designed to be used in educational context. This interface aims at enabling children to discover the relation between the brain activity and the human body functions. We propose in this study a methodology to evaluate its pedagogical potential in real context of use, considering the specificities of the children. This study, carried out with 29 pupils, highlights the strengths of this system, both in terms of its usability and its impact on learning. Moreover, the results provided by this methodology revealed possible improvements for a greater pedagogical effectiveness. This type of interactive interface, as well as the evaluation method proposed, paves the way for the pedagogical use of new interactive and tangible devices at school.L’activité cérébrale est un processus physiologique intangible qui peut être difficile à appréhender, notamment pour des enfants. Pour répondre aux besoins en supports pédagogiques et favoriser les apprentissages liés à ce type de concepts, nous étudions le potentiel d’une interface tangible interactive dédiée à la visualisation d’activités cérébrales (Teegi) en contexte éducatif. Nous proposons une méthodologie d’évaluation du potentiel pédagogique en contexte réel d’utilisation par des enfants. Cette étude réalisée avec 29 enfants, met en évidence les forces de ce système, tant au niveau de son utilisabilité que de ses impacts sur les apprentissages visés. Les résultats obtenus mettent en lumière des axes d’améliorations possibles pour une plus grande efficacité pédagogique. Ce type d’interface, ainsi que la méthode d’évaluation que nous proposons, ouvrent la voie de l’utilisation pédagogique de nouveaux dispositifs interactifs et tangibles en milieu scolaire

    Erg-O: ergonomic optimization of immersive virtual environments

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    Interaction in VR involves large body movements, easily inducing fatigue and discomfort. We propose Erg-O, a manipulation technique that leverages visual dominance to maintain the visual location of the elements in VR, while making them accessible from more comfortable locations. Our solution works in an open-ended fashion (no prior knowledge of the object the user wants to touch), can be used with multiple objects, and still allows interaction with any other point within user's reach. We use optimization approaches to compute the best physical location to interact with each visual element, and space partitioning techniques to distort the visual and physical spaces based on those mappings and allow multi-object retargeting. In this paper we describe the Erg-O technique, propose two retargeting strategies and report the results from a user study on 3D selection under different conditions, elaborating on their potential and application to specific usage scenarios

    Multi-finger interactions with papers on augmented tabletops

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    Although many augmented tabletop systems have shown the potential and usability of finger-based interactions and paper-based interfaces, they have mainly dealt with each of them separately. In this paper, we introduce a novel method aimed to improve human natural interactions on augmented tabletop systems, which enables multiple users to use both fingertips and physical papers as mediums for interaction. This method uses computer vision techniques to detect multi-fingertips both over and touching the surface in real-time regardless of their orientations. Fingertip and touch positions would then be used in combination with paper tracking to provide a richer set of interaction gestures that the users can perform in collaborative scenarios
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