From Users to Creators: Motivations, Implementation, and Impacts of Augmented and Virtual Reality in Science and Engineering Projects in K-12 Education

Adelmo Eloy, M. QueirozAnnaC., R. Lopes, M. Zuffo
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引用次数: 0

Abstract

Current research on immersive technologies has widely described their application in K-12 settings, with evidence of their goals, approaches, and potential to enhance learning. However, there is a dearth of studies describing those technologies being used as authoring tools by students. This paper investigates how K-12 students apply virtual and augmented reality technologies as tools for designing experiments and solutions for their science and engineering projects. Study 1 analyzed 12 projects presented at a FEBRACE national science fair between 2015 and 2020 and Study 2 investigated, via an online questionnaire, the motivations and challenges from students who worked on those projects. Results include the context in which the projects were developed, motivation for using virtual and augmented reality technologies, fields in which they were applied, and types of software and hardware used. Findings inform how future research can build on those experiences to integrate immersive technologies in K-12 education.
从用户到创造者:在K-12教育的科学和工程项目中增强和虚拟现实的动机、实施和影响
目前对沉浸式技术的研究已经广泛描述了它们在K-12环境中的应用,并证明了它们的目标、方法和增强学习的潜力。然而,缺乏研究描述这些技术被学生用作创作工具。本文调查了K-12学生如何应用虚拟和增强现实技术作为设计实验和解决方案的工具,为他们的科学和工程项目。研究1分析了2015年至2020年期间在FEBRACE国家科学博览会上展示的12个项目,研究2通过在线问卷调查了参与这些项目的学生的动机和挑战。结果包括开发项目的背景,使用虚拟和增强现实技术的动机,应用这些技术的领域,以及使用的软件和硬件类型。研究结果告诉我们,未来的研究如何在这些经验的基础上,将沉浸式技术融入K-12教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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