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Scaffolding augmented reality inquiry learning: the design and investigation of the TraceReaders location-based, augmented reality platform

机译:脚手架增强现实查询学习:TraceReaders基于位置的增强现实平台的设计和研究

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While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new opportunities for supporting ubiquitous learning, by superimposing layers of digital information on the real world. The digital augmentation can provide enriched learning experiences, through situating the learning content in authentic contexts and fostering inquiry-based learning. Nonetheless, learning can often be sidestepped as the use of AR technologies becomes a mere fun activity, akin to a treasure hunt. Such challenges indicate the need to provide scaffolded AR environments to support deep learning. These ideas are reflected in the design of the TraceReaders, a platform for enabling location-based mobile learning using augmented reality (AR) technologies. TraceReaders supports the authoring of inquiry-based AR apps, to engage students in evidence-driven reflective inquiry in situ. This paper first describes the theoretical commitments which guided the development of the TraceReaders platform, followed by a description of its design rationale. Two case studies of informal inquiry learning using TraceReaders are then presented: the first one reports on the use of the "Young Archaeologists" TraceReaders app to support primary school students' historical reasoning, while the second one reports on the "Mystery at the Lake" app to support high school students' environmental science inquiry. These cases offer the opportunity to discuss the affordances and challenges in using such a scaffolded tool to support location-based AR learning in situ. The discussion concludes with lessons learned from empirical studies about the design and effectiveness of tools like the TraceReaders platform and future steps.
机译:虽然学习无处不在,但K-12中的大多数教育实践都局限于教室和学校的墙内;这样的实践狭义地定义了学习,并排除了扩展的数字化学习定义所提供的机会。增强现实(AR)技术通过在现实世界中叠加数字信息层,为支持无所不在的学习提供了令人兴奋的新机会。通过将学习内容置于真实的上下文中并促进基于查询的学习,数字增强可以提供丰富的学习体验。尽管如此,由于AR技术的使用仅仅是一种寻宝活动,所以学习常常会被绕开。这些挑战表明需要提供支架式AR环境来支持深度学习。这些想法反映在TraceReaders的设计中,TraceReaders是一个使用增强现实(AR)技术实现基于位置的移动学习的平台。 TraceReaders支持基于查询的AR应用程序的创作,以使学生参与以证据为依据的反思性查询。本文首先描述了指导TraceReaders平台开发的理论承诺,然后描述了其设计原理。然后介绍了两个使用TraceReaders进行非正式探究学习的案例研究:第一个案例报告了使用“年轻考古学家” TraceReaders应用程序来支持小学生的历史推理,而第二个案例则报告了使用“ TraceReaders”进行非正式探究学习的案例。 Lake“应用程序可支持高中学生的环境科学查询。这些案例提供了机会来讨论使用这种脚手架工具来支持基于位置的AR原位学习的能力和挑战。讨论的最后是从经验研究中学到的有关TraceReaders平台等工具的设计和有效性以及未来步骤的经验教训。

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