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首页> 外文期刊>Journal of interactive learning research >Using Augmented Reality to Teach Subitizing with Preschool Students
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Using Augmented Reality to Teach Subitizing with Preschool Students

机译:利用增强现实技术对学龄前儿童进行代数教学

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摘要

This study evaluated a classroom implementation of augmented reality (AR) for improving subitizing skills of preschool students. Children explored the mathematical concept of subitizing by using an AR enhanced board game, called Creature Counting. The AR markers, which were friendly creatures, triggered the augmented reality functions. The overlays, through which children were able to manipulate the three-dimensional virtual models, revealed missing creature eyeballs in various subitizing spatial arrangements. The use of innovative technologies, such as AR, is becoming increasingly popular in education. However, there is a clear lack of research regarding the application of these technologies with preschool students. The feasibility study was performed with a small group of preschool students within their school environment. The use of Creature Counting indicates AR technology has the possibility to enhance student engagement and innate curiosity based on qualitative findings on an Early Numeracy Marking Criterion (ENMC). Quantitative results also suggest that use of AR has a positive impact on the student's mathematical learning experience, based on pre-posttest Preschool Numeracy Indicator (PNI) scores.
机译:这项研究评估了增强现实(AR)在课堂上的实施方式,以提高学龄前儿童的子项化技能。孩子们使用称为生物计数的AR增强桌游探索了数学化的概念。作为友善生物的AR标记触发了增强现实功能。孩子们可以通过这些叠加层来操纵三维虚拟模型,从而以各种可区分空间的布局显示出缺少的动物眼球。在教育中,诸如AR等创新技术的使用正变得越来越流行。但是,对于这些技术在学龄前儿童中的应用,显然缺乏研究。可行性研究是在他们学校环境中的一小群学龄前儿童中进行的。生物计数的使用表明,基于早期算术评分标准(ENMC)的定性发现,AR技术有可能增强学生的参与度和好奇心。定量结果还表明,根据事前测验的学前智力指标(PNI)分数,使用AR对学生的数学学习体验有积极影响。

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