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Analysis on the gamification and implementation of Leap Motion Controller in the I.E.D. Tecnico industrial de Tocancipa

机译:对I.E.D.中Leap Motion Controller的游戏化和实现的分析托坎西帕工业技术公司

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Purpose - This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education. Design/methodology/approach - Through the implementation of the Leap Motion Controller in English classes of the first and third grades at the I.E.D. Tecnico Industrial de Tocancipa, the authors compared the appropriation of topics in groups that received the class in the traditional way and groups that were introduced to the Leap Motion Controller as a pedagogical tool. A statistical and comparative analysis was performed on the results obtained for each group. Findings - It was concluded that the use of technological tools has a positive impact in terms of educational performance and learning, giving better results than traditional education; in addition, students showed great empathy with the AR tool. On the other hand, there were limitations to just having a Leap Motion Controller device, which prevented the student experience was even more didactic; based on this, for future research, factors such as the size of the population and the amount of available resources will be taken into account to achieve better results. Originality/value - The importance of this paper lies in the little research that has been done in Colombia regarding the introduction of AR and other emerging technologies as pedagogical tools, turning the present findings into a base to go deeper into the field and to prove that it is possible to introduce successfully this type of technology in the education.
机译:目的-本文旨在表明,与传统教育相比,增强现实(AR)等技术工具的使用及其通过游戏化在教育系统中的集成提供了更好的学习效果。设计/方法/方法-通过I.E.D.一年级和三年级英语班的Leap Motion Controller的实施作者在Tecnico Industrial de Tocancipa中比较了以传统方式接收课程的小组和作为教学工具引入到Leap Motion Controller中的小组的主题分配。对每组获得的结果进行统计和比较分析。调查结果:结论是,技术手段的使用对教育绩效和学习产生积极影响,比传统教育产生更好的结果;此外,学生对AR工具表现出了极大的同理心。另一方面,仅使用Leap Motion控制器设备存在局限性,这会阻止学生的体验变得更加讲究。基于此,在将来的研究中,将考虑诸如人口规模和可用资源数量之类的因素,以获得更好的结果。原创性/价值-本文的重要性在于,在哥伦比亚进行的关于将AR和其他新兴技术引入作为教学工具的研究很少,这使当前的发现成为进一步深入该领域并证明该观点的基础。可以在教育中成功引入这种技术。

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