通过原型设计和协同设计研究,在创客空间中绘制增强现实的机会和指导方针

Iulian Radu, Josia Yuan, Xiaomeng Huang, Bertrand Schneider
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引用次数: 7

摘要

创客空间环境正在成为受欢迎的基于项目的学习空间,学生可以在这里与实物互动和同伴协作,同时发展21世纪的技能,参与科学、技术、工程和数学(STEM)主题。与此同时,将实物与数字可视化相结合的增强现实(AR)技术越来越适用于创客空间活动,并有可能解决学生在创客空间学习的挑战。然而,人们对如何在真实的创客空间环境中使用和集成AR缺乏了解。在这项研究中,我们使用共同设计方法来解决以下问题:(1)AR如何对制造商空间的教育有用?(2) 共同设计AR技术的过程对学生有何影响?以及(3)在制造商空间中集成AR的实际考虑因素是什么?我们参与了一个为期一学期的makerspace课程的联合设计过程,该课程由一所教育研究生院的18名学生参加。通过这个过程,我们与七名学生共同设计了六个原型,探索AR在设计、制造、编程、电子和培训中的应用。我们还确定了AR技术可以使制造商受益的领域,例如教授STEM技能、促进建筑活动、增强学习的情境化和调试。我们观察到,参与联合设计的学生对技术设计的理解有所提高,对参与创客空间和AR的热情有所提高,并对AR技术的批判性思维有所增强。这些结果提出了将AR技术集成到创客空间环境中的考虑因素和指导方针。
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Charting opportunities and guidelines for augmented reality in makerspaces through prototyping and co-design research

Makerspace environments are becoming popular project-based learning spaces where students interact with physical objects and peer collaboration, while developing 21st century skills and engaging with science, technology, engineering, and math (STEM) topics. At the same time, augmented reality (AR) technology, which combines physical objects with digital visualizations, is becoming increasingly applicable for makerspace activities and has potential to address challenges for student learning in makerspaces. However, there is a lack of understanding of how to use and integrate AR in real makerspace environments. In this research we use a co-design methodology to address the following questions: (1) How can AR be useful for education in makerspaces? (2) How are students impacted by the process of co-designing AR technology? and (3) What are practical considerations for integrating AR in makerspaces? We engaged in a co-design process in a semester-long makerspace course attended by 18 students in a graduate school of education. Through this process, we generated six prototypes with seven student co-designers, exploring AR use in design, fabrication, programming, electronics, and training. We also identified areas where AR technology can benefit makerspaces, such as teaching STEM skills, facilitating construction activities, enhancing contextualization of learning, and debugging. We observed that students participating in co-design demonstrated improved understanding of technology design, enthusiasm for engaging with makerspaces and AR, and increased critical thinking about AR technology. These results suggest considerations and guidelines for integrating AR technology into makerspace environments.

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