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Design Implications for Interactive and Analogue Technologies supporting Distance Education: A Longitudinal Mixed-Method Study during the Pandemic 支持远程教育的交互式和模拟技术的设计含义:大流行期间的纵向混合方法研究
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-001
Duarte L. Sousa, Pedro F. Campos, Vanessa Cesário
We believe that challenging times demand HCI education to pay attention to current real-life, complex, systemic problems. Therefore, we suggest an integrated framework for teaching HCI that involves combining the transition design framework, which suggests long-term, future-oriented design on a large scale toward more sustainable lifestyles, and speculative and critical design. The integration of the two creates spaces for dialogues and debates enabling students to take a more critical perspective concerning possible futures and technology design. We suggest studio-based pedagogy and explicate various aspects of the course, including its theoretical and practical underpinnings, pedagogical approach, and provide examples of projects to illustrate how the framework was used and ways in which speculative and critical design and thinking were crucial for learning. Finally, we highlight six learning facets that might contribute to orienting students’ upcoming professional work towards desirable futures.
我们认为,充满挑战的时代要求HCI教育关注当前现实生活中复杂的系统性问题。因此,我们提出了一个综合的HCI教学框架,其中包括结合过渡设计框架,该框架建议在更可持续的生活方式上进行长期的、面向未来的大规模设计,以及投机性和批判性的设计。两者的融合为对话和辩论创造了空间,使学生能够对可能的未来和技术设计采取更批判性的观点。我们建议以工作室为基础的教学法,并阐述课程的各个方面,包括其理论和实践基础,教学方法,并提供项目示例来说明如何使用框架,以及投机和批判性设计和思考对学习至关重要的方式。最后,我们强调了六个学习方面,这些方面可能有助于将学生未来的专业工作导向理想的未来。
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引用次数: 0
Pilot study of real-time Emotional Recognition technology for Secondary school students 中学生实时情绪识别技术的初步研究
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-004
Cèlia Llurba, G. Fretes, R. Palau
The large variety of students in a class makes the teaching task complex, making it difficult for the teacher to personalise learning to each student. Since students should be at the centre of the educational process, it is necessary to know them better, so this study aims to explore the possibilities of using a camera for emotion recognition (ER) with a view to the potential use of this information to improve the teaching-learning process. To accomplish the aim it is previously necessary to develop and apply code capable of detecting faces, ER and transfer this data into a database for further analysis, which consists of establishing the first approximations to the relationship between students' emotions and other conditions (subject, time of day, academic performance). By monitoring the emotional state of students, if used properly, can improve educational processes, such as the teacher's decision-making in the classroom, as well as optimise attention to students, adjusting their methodology or focusing on a specific student.
班级中学生的多样性使得教学任务变得复杂,使得教师很难针对每个学生进行个性化的学习。由于学生应该处于教育过程的中心,因此有必要更好地了解他们,因此本研究旨在探索使用相机进行情绪识别(ER)的可能性,以期潜在地利用这些信息来改善教学过程。为了实现这一目标,之前有必要开发和应用能够检测人脸,ER的代码,并将这些数据传输到数据库中进行进一步分析,其中包括建立学生情绪与其他条件(科目,一天中的时间,学习成绩)之间关系的第一个近似。通过监测学生的情绪状态,如果使用得当,可以改善教育过程,例如教师在课堂上的决策,以及优化对学生的关注,调整他们的方法或专注于特定的学生。
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引用次数: 2
Attention, stimulus and Augmented Reality for urban daily-life education in a social peripheral setting: the Streets that tell stories 关注、刺激和增强现实在社会外围环境中的城市日常生活教育:讲故事的街道
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-010
Diego Ricca, Bianca Lupo, Jairo Diniz, L. Veras, Clice Mazzilli
This paper aims to identify which design strategies can be considered when exploring different levels of stimulation of cognition and attention of the user in the development of educational location-based applications used in public urban space. We proposed the Stimulus Level Framework, divided into linear, circular and spiral stimuli, based on a theoretical reflection. It is a tool to help designers to think about educational and contextual digital experiences. Afterwards, we made a practical reflection about the proposed framework in a real context. An Augmented Reality project integrated with urban furniture of a historical street in the city of Fortaleza, Brazil, was proposed. Thinking about the design decisions based on the levels of the framework, helped in the process of data collection. It also helped in the proposition of elements that could stimulate the user's attention in different levels, having the technology as an element that unifies the whole experience.
本文旨在确定在城市公共空间开发基于教育位置的应用程序时,在探索不同程度的用户认知和注意力刺激时可以考虑哪些设计策略。在理论反思的基础上,提出了刺激水平框架,分为线性刺激、圆形刺激和螺旋刺激。它是一个帮助设计师思考教育和情境数字体验的工具。随后,我们在实际环境中对所提出的框架进行了实践反思。巴西福塔莱萨市的一个增强现实项目与历史街道的城市家具相结合。考虑基于框架层次的设计决策,有助于数据收集过程。它还有助于在不同层次上激发用户注意力的元素的提出,将技术作为统一整个体验的元素。
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引用次数: 0
A framework for designing applications to support knowledge construction on learning ecosystems 支持学习生态系统知识构建的应用程序设计框架
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-009
Pedro David Netto Silveira, D. Cury, C. S. Menezes
We are building a society increasingly immersed in digital contexts. In this transformation process, mainly because of the daily use of technology, several contexts of our lives are changing, including education and the school itself, which have especially received IT support to be carried out in an informal and personalized way. Learning ecosystems, if properly promoted, could be a partner of this school. In this paper, we propose a Framework to support the modeling of Smart Learning Environments (SLE) capable of stimulating interactions (including location-based interactions) in the diverse ecosystems in which we participate and thus support the construction of knowledge. We also present some SLEs designed with the Framework to demonstrate the practical result of its use and others for validation purposes.
我们正在建设一个越来越沉浸在数字环境中的社会。在这个转变的过程中,主要是由于技术的日常使用,我们生活的几个环境正在发生变化,包括教育和学校本身,特别是得到了IT的支持,以非正式和个性化的方式进行。如果推广得当,学习生态系统可以成为这所学校的合作伙伴。在本文中,我们提出了一个框架来支持智能学习环境(SLE)的建模,该框架能够在我们参与的不同生态系统中刺激交互(包括基于位置的交互),从而支持知识的构建。我们还提供了一些与框架一起设计的SLEs,以演示使用该框架的实际结果,以及其他用于验证目的的SLEs。
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引用次数: 0
Hybrid Project-Based Learning course approach from face-to-face and remote experiences 从面对面和远程体验的混合项目为基础的学习课程方法
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-003
S. Delabrida
The Covid-19 pandemic challenged students and educators who quickly migrated face-to-face courses to a remote context. Given this challenge, this paper documents the experience of a Project-Based Learning course originally proposed to a face-to-face and adjusted to the remote context. It is a wearable computing course centralizing on mixed reality technologies and user studies evaluation. The adopted methodology is student-centered based on PjBL practices, emphasizing the Human-Computer interaction subject was applied six times, three times face-to-face, and three times remotely between 2019 and 2021. This paper describes the educator's experiences, learnings, and directions for the arrangement of other PjBL courses.
2019冠状病毒病大流行给学生和教育工作者带来了挑战,他们迅速将面对面课程转移到远程环境中。鉴于这一挑战,本文记录了基于项目的学习课程的经验,该课程最初是面向面对面的,并调整为适应远程环境。这是一门以混合现实技术和用户研究评估为中心的可穿戴计算课程。采用基于PjBL实践的以学生为中心的方法,强调人机交互学科在2019年至2021年期间应用了6次,3次面对面,3次远程。本文阐述了教师的经验、教训,以及对其他PjBL课程安排的指导。
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引用次数: 0
An analysis of motivation and situational interest in a location-based augmented reality application 基于位置的增强现实应用中的动机和情境兴趣分析
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-011
J. Raber, R. Ferdig, Enrico Gandolfi, R. Clements
Research has provided evidence that augmented reality (AR) can be an effective tool to improve teaching and learning across multiple domains. Research is limited, however, in several key areas related to AR. For instance, motivation and situational interest are critical to student learning outcomes. However, little is known about the relationship between the two constructs and AR, particularly for AR that leverages location-based triggers. This study addressed this need by analyzing data from participants who used an application that delivers location-based, instructional AR content about the tragic shootings that occurred on May 4th, 1970, at Kent State University. Data findings showed significant decreases in motivation, but significant growth in situational interest and content knowledge. Implications for development of future location-based AR applications are discussed.
研究提供的证据表明,增强现实(AR)可以成为改善多领域教学的有效工具。然而,在与AR相关的几个关键领域的研究是有限的。例如,动机和情境兴趣对学生的学习成果至关重要。然而,人们对这两种结构与AR之间的关系知之甚少,特别是对于利用基于位置的触发器的AR。本研究通过分析参与者的数据来解决这一需求,这些参与者使用了一个应用程序,该应用程序提供了关于1970年5月4日发生在肯特州立大学的悲惨枪击事件的基于位置的指教性AR内容。数据显示动机显著下降,但情境兴趣和内容知识显著增长。讨论了未来基于位置的AR应用的发展意义。
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引用次数: 2
Children and the Mediated City. Place Attachment Development Using Augmented Reality in Urban Spaces 儿童与调解城市。利用增强现实技术发展城市空间中的场所依恋
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-008
Yasaman Nekoui, Eduardo Roig
Nowadays technology has become an essential component in our urban environments. The mediated city is a concept that takes advantage of various kinds of technology to enhance the functional efficiency of daily urban life. Augmented spaces are one of the main elements of mediated cities which use Augmented Reality (AR) to facilitate communication and interaction between digital and physical spaces. Children, as users of augmented spaces, have the potential to explore mediated cities using various AR-enabled accessories. This ability gives children the opportunity to get a closer sense of connection to their city and experience place attachment which is the emotional bond formed between themselves and the place. This paper explores three case studies that exhibit how children use AR technology to develop various skills. Our goal is to promote AR as a contemporary tool that helps children better perceive and experience the feeling of place attachment in their city.
如今,科技已经成为我们城市环境的重要组成部分。中介城市是一个利用各种技术来提高城市日常生活功能效率的概念。增强空间是中介城市的主要元素之一,它使用增强现实(AR)来促进数字空间和物理空间之间的交流和互动。儿童作为增强空间的使用者,有可能使用各种增强现实功能的配件探索中介城市。这种能力使孩子们有机会与他们的城市建立更紧密的联系,并体验地方依恋,这是他们与地方之间形成的情感纽带。本文探讨了三个案例研究,展示了儿童如何使用AR技术来发展各种技能。我们的目标是推广AR作为一种当代工具,帮助孩子们更好地感知和体验城市中的地方依恋感。
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引用次数: 0
Between Awareness and Acceptance: a more mature School Teachers? Perspective on Integrated Learning one year after the pandemic outbreak 在意识和接受之间:一个更成熟的学校教师?大流行爆发一年后对综合学习的展望
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-002
C. Giovannella
One year after the outbreak of the pandemic that provoked a forced and massive adoption of technology enhanced learning practices, followed by a continuous evolution of their delivery modalities (on-line learning, blended learning, parallel blended learning, hybrid learning) and, finally, by a strong commitment to come back to a “new normal”, we have investigated, by mean of a survey, the evolution of: a) perceptions and perspectives of Italian school’s teachers about integrated learning; b) the undergoing innovation process characterized by unprecedented features and vastness. The exploration has been conducted by integrating perspectives and factors introduced in the past by several models - TAM, UTAUT, DOI, TOE, KAM - to describe technology innovation and adoption processes. We observed a higher perceived teachers' technological and pedagogical preparation, together with a higher readiness of the schools to react to unexpected events or sudden prescriptions. A readiness that should be ascribed mainly to the quality of the management and to an increase in the level of collaboration and cohesion among the actors of the learning process, rather than to an enhancement of the technological infrastructures. Collaboration, indeed, emerges as the main peculiarity of this last year, an engine capable to foster the spread of competences and a beacon capable to guide the choice of teaching practices. The influence of contextual factors appears not relevant and that of the “perceived values” somewhat marginal. As far as the innovation process: the awareness phase developed satisfactory and, in parallel, the acceptance phase also started. The possible transition to the adoption phase appears uncertain and not easy to characterize. At the time of the survey, however, the teachers perceived, the integrated learning as a modality that could be used in the future to realize 36% of the school activities.
疫情爆发一年后,人们被迫大规模采用技术强化的学习方法,随后这些方法的提供方式不断演变(在线学习、混合学习、平行混合学习、混合学习),最后,通过一项调查,我们调查了以下方面的演变:a)意大利学校教师对综合学习的看法和观点;B,正在进行的具有前所未有的特点和广度的创新过程。本文通过整合TAM、UTAUT、DOI、TOE、KAM等模型中引入的观点和因素来描述技术创新和采用过程。我们观察到,教师的技术和教学准备程度更高,学校对意外事件或突然的处方做出反应的准备程度更高。这种准备工作应主要归功于管理的质量和学习过程参与者之间协作和凝聚力的提高,而不是技术基础结构的加强。事实上,合作是去年的主要特点,是促进能力传播的引擎,是指导教学实践选择的灯塔。背景因素的影响似乎不相关,而“感知价值”的影响则有些边缘化。就创新过程而言:意识阶段发展得令人满意,同时,接受阶段也开始了。可能过渡到采用阶段似乎是不确定的,而且不容易描述。然而,在调查时,教师认为整合学习是一种可以在未来用于实现36%的学校活动的模式。
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引用次数: 3
A collaborative learning infrastructure to build capacity for urban transformations 建立协作学习基础设施,为城市转型建设能力
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-007
I. Mulder, A. Magni
An increasing number of social innovators are leveraging cities as urban learning ecosystems in order to experiment with design approaches to tackle societal challenges at a local level. However, the scale and complexity of these challenges force them to constantly acquire new capabilities to advance the local experimentation towards systemic change. We introduce co-design as a transformative community-driven design method to facilitate innovators to continuously identify, connect, co-define, and share with other peers their learning journeys to build capacity over time for addressing societal challenges. The current article elaborates upon a capacity-building framework that not only resulted in elaborate training activities for urban transformations, but also fostered a community of practice that was instrumental to self-sustain a learning network. Results highlight the importance of developing a collaborative learning infrastructure capable of expanding the pool of societal actors contributing to the further diffusion and co-creation of knowledge for urban transformations.
越来越多的社会创新者正在利用城市作为城市学习生态系统,以试验设计方法来解决地方层面的社会挑战。然而,这些挑战的规模和复杂性迫使他们不断获得新的能力,以推进局部实验走向系统变革。我们将共同设计作为一种变革性的社区驱动设计方法引入,以促进创新者不断识别、联系、共同定义并与其他同行分享他们的学习历程,从而随着时间的推移建立应对社会挑战的能力。当前的文章详细阐述了一个能力建设框架,它不仅导致了城市变革的精心培训活动,而且还促进了一个有助于自我维持学习网络的实践社区。研究结果强调了开发协作学习基础设施的重要性,该基础设施能够扩大社会行动者的数量,为城市转型的知识进一步扩散和共同创造做出贡献。
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引用次数: 0
Envisioning Future Scenarios: Teaching and Assessing Values-based Design Approaches 设想未来情景:教学和评估基于价值的设计方法
Pub Date : 2021-12-20 DOI: 10.55612/s-5002-051-006
E. Eriksson, Anne-Marie S. Hansen, Elisabet M. Nilsson
This article addresses the need for teaching materials and systematized methods for teaching and assessing values-based design approaches. We do so by suggesting the teaching activity Envisioning future scenarios,which is based on utopian and dystopian scenarios in line with values-based design approaches such as speculative and critical design and related to design fiction practices. The teaching activity is presented with learning outcomes, instructions for how to implement it, corresponding assessment activities and criteria, and illustrated by a teaching case description. The article ends with a discussion on how the learning outcomes, the teaching activity, and the assessment are brought together in line with the principles of constructive alignment. Through this, we argue that the shortcoming of teaching materials and systematized methods for teaching and assessing values-based design approaches, such as speculative and critical design, can be addressed by aligning intended learning outcomes with teaching and assessment activities, and by applying a general structural framework such as e.g. the SOLO taxonomy, for defining and evaluating learning outcomes. The suggested teaching and assessment activities can be applied in educational domains as diverse as product and service design, engineering, architecture, media and communication, human-computer interaction, socio-technical studies and other creative fields.
本文讨论了对教学材料和系统化方法的需求,以教授和评估基于价值的设计方法。为此,我们提出了设想未来场景的教学活动,该活动基于乌托邦和反乌托邦的场景,符合基于价值的设计方法,如思辨设计和批判设计,并与设计小说实践相关。教学活动包括学习成果、实施指导、相应的评估活动和标准,并以教学案例描述进行说明。文章最后讨论了如何将学习成果、教学活动和评估结合在一起,以符合建设性一致性的原则。通过这一点,我们认为,可以通过将预期的学习成果与教学和评估活动结合起来,并通过应用一般结构框架(例如SOLO分类法)来定义和评估学习成果,来解决教材和系统化的教学和评估基于价值的设计方法(例如思辨和批判性设计)的缺点。建议的教学和评估活动可应用于各种教育领域,如产品和服务设计、工程、建筑、媒体和通信、人机交互、社会技术研究和其他创造性领域。
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引用次数: 0
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