...
首页> 外文期刊>Computers in Human Behavior >Designing educational experiences using ubiquitous technology
【24h】

Designing educational experiences using ubiquitous technology

机译:使用无处不在的技术设计教育体验

获取原文
获取原文并翻译 | 示例

摘要

The aim of the study was to explore the design of situated educational and compelling experiences using SoundScape technology - which is a ubiquitous technology. Two experiences were designed: one that had a goal and the other that did not. Twenty six children then explored both experiences. The children found that the SoundScape with a goal was more interesting and were more likely to want to have another go than the non-goal version. They also made more positive comments concerning the goal version. Mentioning the presence of a goal as important factor in determining why they liked the game. More negative comments were made concerning the non-goal version and the children mentioned the lack of a goal as negative aspect of the non-goal version. One improvement they suggested for the non-goal version was to add a goal and to include more sensory stimulation. They overwhelmingly preferred the goal version compared to the non-goal version and when asked by far the most popular reason was the presence of a goal.
机译:该研究的目的是探索使用SoundScape技术(一种无处不在的技术)进行的现场教育和引人入胜的体验的设计。设计了两种体验:一种有目标,而另一种没有目标。然后有26个孩子探索了两种体验。孩子们发现有目标的SoundScape比非目标版本更有趣,并且更想再尝试一次。他们还对目标版本做出了更积极的评论。提及目标的存在是确定他们为什么喜欢游戏的重要因素。对于非目标版本提出了更多的负面评论,孩子们提到缺乏目标是非目标版本的负面方面。他们建议非目标版本的一项改进是增加目标并包括更多的感官刺激。与非目标版本相比,他们压倒性地选择了目标版本,当被问到最流行的原因是目标的存在。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号