{"title":"重新定义孩子的学习体验","authors":"Moupiya Ukil, K. Sorathia","doi":"10.1109/TECHSYM.2014.6808050","DOIUrl":null,"url":null,"abstract":"This paper presents a design case defining a shift in teaching methodology. On exploring the different teaching methods adapted by teachers in Indian schools, lack of interactivity and increasing disinterest was exposed. In order to overcome this, the focus was to introduce a fun and interactive environment in schools. While interviewing school students it was found that they face difficulties in visualizing the 3D solid shapes during blackboard teaching sessions. Hence, they are not able to grasp all the facts taught in the class. The design opportunities gathered after primary research lead to the key facts of this project. The target audience was middle school children and the aim was to teach 3D shapes such as cube, cuboid and cylinder using TUI (Tangible User Interface). The design constituted of tokens with fiducial markers, which were used as educational tools on interacting with the tabletop interface. The outcome of the design motivated students for viewing, sharing and presenting the concepts behind the 3D shapes.","PeriodicalId":265072,"journal":{"name":"Proceedings of the 2014 IEEE Students' Technology Symposium","volume":"161 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Re-defining learning experience for kids\",\"authors\":\"Moupiya Ukil, K. Sorathia\",\"doi\":\"10.1109/TECHSYM.2014.6808050\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a design case defining a shift in teaching methodology. On exploring the different teaching methods adapted by teachers in Indian schools, lack of interactivity and increasing disinterest was exposed. In order to overcome this, the focus was to introduce a fun and interactive environment in schools. While interviewing school students it was found that they face difficulties in visualizing the 3D solid shapes during blackboard teaching sessions. Hence, they are not able to grasp all the facts taught in the class. The design opportunities gathered after primary research lead to the key facts of this project. The target audience was middle school children and the aim was to teach 3D shapes such as cube, cuboid and cylinder using TUI (Tangible User Interface). The design constituted of tokens with fiducial markers, which were used as educational tools on interacting with the tabletop interface. The outcome of the design motivated students for viewing, sharing and presenting the concepts behind the 3D shapes.\",\"PeriodicalId\":265072,\"journal\":{\"name\":\"Proceedings of the 2014 IEEE Students' Technology Symposium\",\"volume\":\"161 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2014 IEEE Students' Technology Symposium\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TECHSYM.2014.6808050\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2014 IEEE Students' Technology Symposium","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TECHSYM.2014.6808050","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This paper presents a design case defining a shift in teaching methodology. On exploring the different teaching methods adapted by teachers in Indian schools, lack of interactivity and increasing disinterest was exposed. In order to overcome this, the focus was to introduce a fun and interactive environment in schools. While interviewing school students it was found that they face difficulties in visualizing the 3D solid shapes during blackboard teaching sessions. Hence, they are not able to grasp all the facts taught in the class. The design opportunities gathered after primary research lead to the key facts of this project. The target audience was middle school children and the aim was to teach 3D shapes such as cube, cuboid and cylinder using TUI (Tangible User Interface). The design constituted of tokens with fiducial markers, which were used as educational tools on interacting with the tabletop interface. The outcome of the design motivated students for viewing, sharing and presenting the concepts behind the 3D shapes.