{"title":"为计算机系统的基本概念设计和开发增强现实应用程序","authors":"Furkan Kalyoncu, Hasan Karal","doi":"10.1007/s10639-024-12971-x","DOIUrl":null,"url":null,"abstract":"<p>The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the “Computer Systems” subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently preferred in the design and development processes of a product, was employed (Kuzu et al., Anadolu Journal of Educational Sciences International 1(1:)19–35, 2011). In this method, which consists of cycles until the design is optimized, the research is carried out with the presence of the researcher and the target group in the environment at the same time (Wang & Hannafin, Educational Technology Research and Development, 53(4):5-23, 2005). The design and development stages of the HardwARe instructional material were carried out in five cycles with eight ICT teachers, two academicians specialized in the field of ICT and 15 students representing the target group. At the end of the process, an augmented reality supported (hardwARe) teaching material was developed for the targeted subject outcomes. In the process of developing the first prototype of the teaching material, three categories were identified: content, design and interaction. All subsequent cycles were based on these categories. After the completion of all the cycles, a design framework that is a suggestion for new AR applications to be developed for similar purposes was revealed. In this framework, within the scope of the content category, results such as meeting the subject outputs, the writing language used should be appropriate to the level of the target audience, and the multimedia elements used should contain sufficient information were obtained. Within the scope of the design category, abstract concepts within the scope of the subject should be concretized, button and text sizes, instructions and voiceovers used for informative purposes should be appropriate for the target group level. Finally, within the scope of the interaction category, results such as it should be easy to use, there should be instant feedback, buttons should fully fulfill their functions were reached.</p>","PeriodicalId":51494,"journal":{"name":"Education and Information Technologies","volume":"37 1","pages":""},"PeriodicalIF":4.8000,"publicationDate":"2024-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Design and development of augmented reality application for basic concepts of computer systems\",\"authors\":\"Furkan Kalyoncu, Hasan Karal\",\"doi\":\"10.1007/s10639-024-12971-x\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the “Computer Systems” subject outcomes in the 5th grade curriculum. 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引用次数: 0
摘要
本研究旨在根据五年级课程中的 "计算机系统 "科目成果,设计和开发基于增强现实技术的移动应用程序(HardwARe 教材)。在 HardwARe 教材的设计和开发阶段,采用了基于设计的研究(DBR)方法(Kuzu 等人,Anadolu Journal of Educational Sciences International 1(1:)19-35,2011 年),这种方法在产品的设计和开发过程中经常受到青睐。在这种方法中,研究人员和目标群体同时出现在研究环境中(Wang & Hannafin,《教育技术研究与发展》,53(4):5-23,2005 年)。HardwARe 教学材料的设计和开发阶段分五个周期进行,有 8 名信息和通信技术教师、2 名信息和通信技术领域的专业院士和 15 名代表目标群体的学生参与。在这一过程结束时,针对目标学科成果开发出了支持增强现实技术(HardwARe)的教学材料。在开发第一个教材原型的过程中,确定了三个类别:内容、设计和互动。随后的所有周期都以这些类别为基础。在完成所有周期后,一个设计框架被揭示出来,该框架是对为类似目的开发的新 AR 应用程序的建议。在这个框架中,在内容类别的范围内,得出了满足主题产出、所使用的写作语言应适合目标受众的水平、所使用的多媒体元素应包含足够的信息等结果。在设计方面,应将主题范围内的抽象概念具体化,按钮和文字大小、说明和配音应适合目标群体的信息水平。最后,在交互类别中,得出的结果包括:应易于使用、应即时反馈、按钮应充分发挥其功能。
Design and development of augmented reality application for basic concepts of computer systems
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the “Computer Systems” subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently preferred in the design and development processes of a product, was employed (Kuzu et al., Anadolu Journal of Educational Sciences International 1(1:)19–35, 2011). In this method, which consists of cycles until the design is optimized, the research is carried out with the presence of the researcher and the target group in the environment at the same time (Wang & Hannafin, Educational Technology Research and Development, 53(4):5-23, 2005). The design and development stages of the HardwARe instructional material were carried out in five cycles with eight ICT teachers, two academicians specialized in the field of ICT and 15 students representing the target group. At the end of the process, an augmented reality supported (hardwARe) teaching material was developed for the targeted subject outcomes. In the process of developing the first prototype of the teaching material, three categories were identified: content, design and interaction. All subsequent cycles were based on these categories. After the completion of all the cycles, a design framework that is a suggestion for new AR applications to be developed for similar purposes was revealed. In this framework, within the scope of the content category, results such as meeting the subject outputs, the writing language used should be appropriate to the level of the target audience, and the multimedia elements used should contain sufficient information were obtained. Within the scope of the design category, abstract concepts within the scope of the subject should be concretized, button and text sizes, instructions and voiceovers used for informative purposes should be appropriate for the target group level. Finally, within the scope of the interaction category, results such as it should be easy to use, there should be instant feedback, buttons should fully fulfill their functions were reached.
期刊介绍:
The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments.
The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts. The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.