Making Tangible the Intangible: Hybridization of the Real and the Virtual to Enhance Learning of Abstract Phenomena

Q1 Computer Science
Stéphanie Fleck, M. Hachet
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引用次数: 22

Abstract

Interactive systems based on Augmented Reality (AR) and Tangible User Interfaces (TUI) hold great promise for enhancing the learning and understanding of abstract phenomena. In particular, they enable to take advantage of numerical simulation and pedagogical supports, while keeping the learner involved in true physical experimentations. In this paper, we present three examples based on AR and TUI, where the concepts to be learnt are difficult to perceive. The first one, Helios, targets K-12 learners in the field of astronomy. The second one, Hobit is dedicated to experiments in wave optics. Finally, the third one, Teegi, allows one to get to know more about brain activity. These three hybrid interfaces have emerged from a common basis that jointly combines research and development work in the fields of Instructional Design and Human-Computer Interaction, from theoretical to practical aspects. On the basis of investigations carried out in real context of use and on the grounding works in education and HCI which corroborate the design choices that were made, we formalize how and why the hybridization of the real and the virtual enables to leverage the way learners understand intangible phenomena in Sciences education.
化无形为有形:实与虚的融合促进抽象现象的学习
基于增强现实(AR)和有形用户界面(TUI)的交互系统在增强对抽象现象的学习和理解方面具有很大的前景。特别是,它们能够利用数值模拟和教学支持,同时使学习者参与真正的物理实验。在本文中,我们提出了三个基于AR和TUI的例子,其中要学习的概念很难感知。第一个是太阳神,目标是天文学领域的K-12学习者。第二个,霍比特致力于波光学实验。最后,第三个是Teegi,它可以让我们更多地了解大脑活动。这三种混合界面是在一个共同的基础上产生的,它将教学设计和人机交互领域的研究和开发工作从理论到实践结合在一起。基于在真实使用背景下进行的调查,以及在教育和HCI领域的基础工作(这些工作证实了所做的设计选择),我们正式确定了真实和虚拟的混合如何以及为什么能够利用学习者理解科学教育中无形现象的方式。
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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来源期刊
Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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