{"title":"为创客空间设计增强现实:5年以上增强现实教育项目的指导方针、经验教训和缓解策略","authors":"Iulian Radu, Bertrand Schneider","doi":"10.1016/j.cexr.2023.100026","DOIUrl":null,"url":null,"abstract":"<div><p>Makerspaces are a relatively recent type of open-ended environment where users learn through authentic problem solving and interactions with peers. Augmented reality (AR) technology can improve learning and collaboration in such spaces, but it is unclear how one might design AR applications suitable for the physical, social and pedagogical richness of these environments. In this paper we present 5 research projects that explored the use of AR in makerspaces, covering various learning topics, physical configurations, and collaborative activities. We discuss lessons learned and distill these into 14 design guidelines. We conclude with a discussion of tensions to consider when designing AR for open-ended learning environments.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100026"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Designing augmented reality for makerspaces: Guidelines, lessons and mitigation strategies from 5+ years of AR educational projects\",\"authors\":\"Iulian Radu, Bertrand Schneider\",\"doi\":\"10.1016/j.cexr.2023.100026\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Makerspaces are a relatively recent type of open-ended environment where users learn through authentic problem solving and interactions with peers. Augmented reality (AR) technology can improve learning and collaboration in such spaces, but it is unclear how one might design AR applications suitable for the physical, social and pedagogical richness of these environments. In this paper we present 5 research projects that explored the use of AR in makerspaces, covering various learning topics, physical configurations, and collaborative activities. We discuss lessons learned and distill these into 14 design guidelines. We conclude with a discussion of tensions to consider when designing AR for open-ended learning environments.</p></div>\",\"PeriodicalId\":100320,\"journal\":{\"name\":\"Computers & Education: X Reality\",\"volume\":\"2 \",\"pages\":\"Article 100026\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers & Education: X Reality\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S294967802300020X\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Education: X Reality","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S294967802300020X","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Designing augmented reality for makerspaces: Guidelines, lessons and mitigation strategies from 5+ years of AR educational projects
Makerspaces are a relatively recent type of open-ended environment where users learn through authentic problem solving and interactions with peers. Augmented reality (AR) technology can improve learning and collaboration in such spaces, but it is unclear how one might design AR applications suitable for the physical, social and pedagogical richness of these environments. In this paper we present 5 research projects that explored the use of AR in makerspaces, covering various learning topics, physical configurations, and collaborative activities. We discuss lessons learned and distill these into 14 design guidelines. We conclude with a discussion of tensions to consider when designing AR for open-ended learning environments.