A kinect-based system for learning Chinese cultural festivals

Yi-Hsin Chang, Yu-Kai Lin
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引用次数: 1

Abstract

A Kinect-based learning system for educating learners on Chinese cultural festivals is developed in this study. The primary design principle involves integrating augmented reality with situated learning to allow users to learn through immersion into a story setting, increasing their interests in learning and improving their learning outcomes. The system features the following characteristics: (a) Key elements of situated learning theory are used to design learning activities and content (b) Augmented reality functions are used to integrate virtual characters into real-life settings. This allows for actual spatial and physical experiences, assisting users to fully immerse in the story and settings, thereby developing student motor and cognitive skills. The Lantern Festival is used as the learning objective of this study, and students from two classes of fourth-grade level at Shengli Elementary School in Tainan City are recruited as the study participant In the experiment, the students are divided into a control group receiving traditional teaching and an experimental group that employs the system developed in this study. Finally, in addition to evaluating questionnaires and multiple intelligences of students, this study aims to assess their pretest and posttest results for determining student learning outcomes.
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基于动画的中国文化节日学习系统
本研究开发了一个基于kinect的中国文化节教学系统。主要的设计原则包括将增强现实与情境学习相结合,让用户通过沉浸在故事背景中学习,增加他们的学习兴趣,改善他们的学习成果。该系统具有以下特点:(a)使用情境学习理论的关键要素来设计学习活动和内容(b)使用增强现实功能将虚拟角色融入现实生活环境。这允许实际的空间和物理体验,帮助用户完全沉浸在故事和设置中,从而发展学生的运动和认知技能。本研究以元宵节为学习目标,选取台南市胜利小学四年级两个班的学生作为研究参与者,将学生分为接受传统教学的对照组和采用本研究开发的系统的实验组。最后,除了评估学生的问卷和多元智能外,本研究还旨在评估他们的测试前和测试后结果,以确定学生的学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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