开发增强现实学习环境以吸引学生参与协变量推理的设计考虑

Otman Jaber, Osama Swidan, Michael N. Fried
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引用次数: 0

摘要

本研究报告了增强现实环境的两个设计周期的研究结果,旨在让高中生参与协变推理。本研究采用了一种基于设计的研究方法来开发和改善学习环境。在本报告中,我们介绍了初步设计,并讨论了它如何促进学生在协变量的初级水平上的参与。在第一个周期之后,我们引入了一个重新设计的学习环境。我们提供了第二个周期的新设计如何促进学生参与高级协变推理的证据。六组三名15至17岁的学生参与了这项研究。使用AR耳机,每组进行两项原则上非常适合协变量推理的活动。学生们的互动被视频记录下来,符号表示理论被用来分析他们参与协变推理的程度。该设计总体上强调多重表征,特别是所探索的现象与其数学表征之间的兼容性。研究结果表明,第二个设计周期中的设计考虑显著提高了学生在不同协变量水平(包括高级水平)的参与度。关键词——协变推理、表示、设计原则
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Design Considerations in Developing an Augmented Reality Learning Environment for Engaging Students in Covariational Reasoning
This study reports on findings of two design cycles of augmented reality environment intended to engage high school students in covariational reasoning. The study used a designed-based research method to develop and improve the learning environment. In this report, we present the initial design and discuss how it promoted students' engagement at elementary levels of covariation. Following this first cycle, we introduced a redesigned learning environment. We provide evidence of how the new design in the second cycle promoted students' engagement at advanced levels of covariational reasoning. Six groups of three 15- to 17-year-old students participated in the research. Using AR headsets, each group carried out two activities well-suited, in principle, to covariational reasoning. The students' interactions were video-recorded, and the theory of semiotic representation was used to analyze the degree of their engagement in covariational reasoning. The design emphasized multiple representations generally, and the compatibility between the explored phenomenon and its mathematical representations, specifically. Findings show that the design considerations in the second design cycle significantly improved the students' engagement at different levels of covariation, including advanced levels.   Keywords—covariational reasoning, representations, design principles
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来源期刊
自引率
0.00%
发文量
352
审稿时长
12 weeks
期刊介绍: This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of technology enhanced learning. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Software / Distributed Systems -Knowledge Management -Semantic Web -MashUp Technologies -Platforms and Content Authoring -New Learning Models and Applications -Pedagogical and Psychological Issues -Trust / Security -Internet Applications -Networked Tools -Mobile / wireless -Electronics -Visualisation -Bio- / Neuroinformatics -Language /Speech -Collaboration Tools / Collaborative Networks
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