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作为多媒体的增强现实:情境化词汇学习的案例

Augmented reality as multimedia: the case for situated vocabulary learning.

作者信息

Santos Marc Ericson C, Lübke Arno In Wolde, Taketomi Takafumi, Yamamoto Goshiro, Rodrigo Ma Mercedes T, Sandor Christian, Kato Hirokazu

机构信息

1Interactive Media Design Laboratory, Graduate School of Information Science, Nara Institute of Science and Technology, 8916-5 Takayama, Ikoma, Nara 630-012 Japan.

2Ateneo Laboratory for the Learning Sciences, Ateneo de Manila University, Katipunan Ave., Quezon City, Metro Manila 1108 Philippines.

出版信息

Res Pract Technol Enhanc Learn. 2016;11(1):4. doi: 10.1186/s41039-016-0028-2. Epub 2016 Jan 20.

Abstract

Augmented reality (AR) has the potential to create compelling learning experiences. However, there are few research works exploring the design and evaluation of AR for educational settings. In our research, we treat AR as a type of multimedia that is situated in authentic environments and apply multimedia learning theory as a framework for developing our educational applications. We share our experiences in developing a handheld AR system and one specific use case, namely, situated vocabulary learning. Results of our evaluations show that we are able to create AR applications with good system usability. More importantly, our preliminary evaluations show that AR may lead to better retention of words and improve student attention and satisfaction.

摘要

增强现实(AR)有潜力创造引人入胜的学习体验。然而,很少有研究工作探索用于教育环境的AR的设计和评估。在我们的研究中,我们将AR视为一种置于真实环境中的多媒体类型,并应用多媒体学习理论作为开发我们的教育应用程序的框架。我们分享在开发手持AR系统和一个特定用例(即情境词汇学习)方面的经验。我们的评估结果表明,我们能够创建具有良好系统可用性的AR应用程序。更重要的是,我们的初步评估表明,AR可能会导致更好的单词记忆,并提高学生的注意力和满意度。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ace/6302860/d5838dbf0880/41039_2016_28_Fig1_HTML.jpg

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