在增强现实数字故事创作中使用共空间:专题分析

Davy Tsz Kit Ng , Wan Yee Winsy Lai , Morris Siu-yung Jong , Chi Wui Ng
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摘要

随着增强现实(AR)技术的数字启示,研究表明,通过支持现实世界沉浸,增强现实技术在情境化、互动性和协作性语言学习中的价值。近年来,CoSpaces已经成为一个流行的AR学习工具,它拥有广泛的3D模型库和建设性的小工具,以及一个可视化编程平台。有了这个工具,学生们可以通过构建个性化的AR人工制品、场景和故事情节来创建数字故事项目,然后在一个充满活力的全球儿童社区中分享他们的项目。本研究通过主题分析和分类,考察了39个选定的CoSpaces开放项目的特点,并将其分为五种学习情境:(1)艺术、历史、文化和设计,(2)STEM,(3)课堂英语和日常交流,(4)童话/文学,(5)校园游览。此外,本研究确定了从数字故事创作中获得的六种语言学习能力:(1)发现知识,(2)连接先前的经验和知识,(3)进行研究,(4)解决问题,(5)数字化表达和创作,以及(6)呈现,欣赏和评估。数字素养指的是使用技术发现、评估、创造和交流信息的能力。此外,已经确定了增强现实数字叙事过程所需的三种主要类型的数字素养技能,包括数字创造力、技术熟练程度和研究技能。我们的研究结果有助于发现通过AR数字故事创作培养数字语言能力的教育价值。为未来的研究和教育工作者设计适当的AR学习体验提供了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using cospaces in augmented reality digital story creation: A thematic analysis
With the digital affordances of augmented reality (AR) technologies, research has shown their value for contextualized, interactive and collaborative language learning through supporting real-world immersion. In recent years, CoSpaces has been a popular AR learning tool with an extensive library of 3D models and constructive gadgets, as well as a visual programming platform. With this tool, students can create projects of digital stories by building personalized AR artifacts, scenes, and storylines, and then share their projects in a dynamic and global community of children. This study examined the characteristics of 39 selected CoSpaces’ open projects via thematic analysis and categorization into five learning contexts: (1) art, history, culture and design, (2) STEM, (3) classroom English and everyday communication, (4) fairy tale/literature, and (5) campus tour. Furthermore, this study identified six language learning competencies derived from digital story creation: (1) discovering knowledge, (2) connecting to prior experience and knowledge, (3) conducting research, (4) problem-solving, (5) expressing and creating digitally, as well as (6) presenting, appreciating and evaluating. Digital literacy refers to the ability to use technology to find, evaluate, create, and communicate information. In addition, three major types of digital literacy skills necessary for AR digital storytelling processes have been identified, encompassing digital creativity, technoligcal proficiency, and research skills. Our results contribute to discovering educational values in developing digital language competency through AR digital story creation. Recommendations are offered for future research and for educators to design appropriate AR learning experiences.
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