增强现实用于历史时间的教学

Carlos A. Lázaro Carrascosa, Maximiliano Paredes-Velasco, Irene Palomero Ylardia, Maria Del Carmen Navarro
{"title":"增强现实用于历史时间的教学","authors":"Carlos A. Lázaro Carrascosa, Maximiliano Paredes-Velasco, Irene Palomero Ylardia, Maria Del Carmen Navarro","doi":"10.1109/SIIE56031.2022.9982344","DOIUrl":null,"url":null,"abstract":"One of the fundamental aspects of teaching history is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This paper describes an experience with Primary and Secondary students, using Augmented Reality with gamification in timeline activities in the subject of History. The results show that there was improvement in learning in several aspects: the chronological location of events in relation to BC and AD, the relationship of different historical events with ages in History and the ability to order different historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Augmented Reality for teaching historical time\",\"authors\":\"Carlos A. Lázaro Carrascosa, Maximiliano Paredes-Velasco, Irene Palomero Ylardia, Maria Del Carmen Navarro\",\"doi\":\"10.1109/SIIE56031.2022.9982344\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"One of the fundamental aspects of teaching history is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This paper describes an experience with Primary and Secondary students, using Augmented Reality with gamification in timeline activities in the subject of History. The results show that there was improvement in learning in several aspects: the chronological location of events in relation to BC and AD, the relationship of different historical events with ages in History and the ability to order different historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.\",\"PeriodicalId\":202540,\"journal\":{\"name\":\"2022 International Symposium on Computers in Education (SIIE)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 International Symposium on Computers in Education (SIIE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SIIE56031.2022.9982344\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Symposium on Computers in Education (SIIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIIE56031.2022.9982344","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

历史教学的一个基本方面是重要事件和事实的年表。然而,这涉及到记忆的努力,在学生中产生排斥,影响他们的学习成果。本文描述了中小学生在历史学科的时间轴活动中使用增强现实与游戏化的经验。结果表明,在以下几个方面的学习都有改善:与公元前和公元相关的事件的时间顺序位置,历史中不同历史事件与年龄的关系以及不同历史里程碑的排序能力。此外,研究发现学生在体验过程中体验到快乐、好奇和兴趣等积极情绪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Augmented Reality for teaching historical time
One of the fundamental aspects of teaching history is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This paper describes an experience with Primary and Secondary students, using Augmented Reality with gamification in timeline activities in the subject of History. The results show that there was improvement in learning in several aspects: the chronological location of events in relation to BC and AD, the relationship of different historical events with ages in History and the ability to order different historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Pyo, a Chatbot Assistant for Introductory Programming Students Biarc Spline Interpolation with Procedural Grid and Segments with Armature to Support Colonosopy Simulators in Unity The term well-being in Technology-Enhanced Learning: A systematic literature review SICAS2: Interactive Tool to Support Programming Learning Empowering preschool teachers and parents for digital education: Influence of the pandemic on children and preschools
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1