Designing an Augmented Reality Digital Game for Adaptive Number Knowledge Development

Author(s):  
Jiaqi Yu ◽  
André R. Denham
Author(s):  
Tomi Kärki ◽  
Jake McMullen ◽  
Erno Lehtinen

AbstractRational number knowledge is a crucial feature of primary school mathematics that predicts students’ later mathematics achievement. Many students struggle with the transition from natural number to rational number reasoning, so novel pedagogical approaches to support the development of rational number knowledge are valuable to mathematics educators worldwide. Digital game-based learning environments may support a wide range of mathematics skills. NanoRoboMath, a digital game-based learning environment, was developed to enhance students’ conceptual and adaptive rational number knowledge. In this paper, we tested the effectiveness of a preliminary version of the game with fifth and sixth grade primary school students (N = 195) using a quasi-experimental design. A small positive effect of playing the NanoRoboMath game on students’ rational number conceptual knowledge was observed. Students’ overall game performance was related to learning outcomes concerning their adaptive rational number knowledge and understanding of rational number representations and operations.


Author(s):  
Hiroyuki Mitsuhara ◽  
Keisuke Iguchi ◽  
Masami Shishibori

Disaster education focusing on how we should take immediate actions after disasters strike is essential to protect our lives. However, children find it difficult to understand such disaster education. Instead of disaster education to children, adults should properly instruct them to take immediate actions in the event of a disaster. We refer to such adults as Immediate-Action Commanders (IACers) and attach importance to technology-enhanced IACer training programs with high situational and audio-visual realities. To realize such programs, we focused on digital game, augmented reality (AR) and head-mounted displays (HMDs). We prototyped three AR systems that superimpose interactive virtual objects onto HMDs’ real-time vision or a trainee’s actual view based on interactive fictional scenarios. In addition, the systems are designed to realize voice-based interactions between the virtual objects (i.e., virtual children) and the trainee. According to a brief comparative survey, the AR system equipped with a smartphone-based binocular opaque HMD (Google Cardboard) has the most promising practical system for technology-enhanced IACer training programs.


2018 ◽  
Author(s):  
Attila Krajcsi ◽  
Edina Fintor ◽  
Lilla Hodossy

The Give a number task is used to characterize the initial symbolic number knowledge of preschoolers. The task is intended to identify critical phases of number processing development. Here, a modified version of the task was used with which it is possible to describe additional properties of number development. Measuring 3- and 4-year-old children it was found that in subset-knowers, the performance typically did not drop suddenly after a specific number, instead, the correct response rate decreased gradually. This result suggests that the widely used titration method together with the noise of the measurement may be imprecise. It was also found that, in contrast with the mainstream supposition, there are 5-, 6-, 7- and 8-knowers, revealing subset-knowers understanding numbers larger than 4. This result may question the role of the object tracking system in the initial symbolic number learning. Based on these results we propose that a modified version of the Give a number task should be used to measure preschoolers’ initial symbolic number knowledge, because the version predominantly applied in the literature cannot capture some critical features of the number knowledge development and it can miscategorize some of the children.


SISFORMA ◽  
2019 ◽  
Vol 6 (1) ◽  
pp. 16
Author(s):  
Pieter Santoso Hadi ◽  
Albertus Dwiyoga Widiantoro ◽  
Hendra Prasetya

The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education  in behavior of university students. Education  materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education


2013 ◽  
Vol 1 (2) ◽  
Author(s):  
Ramon Fabregat

In this paper, Augmented Reality (AR) and Videogames are presented as two technologies suitable to be applied (independently and mixed) to Climate Change issues. The article is centered on teaching-learning, sensitization and awareness campaigns about Climate Change. On one hand, Augmented Reality and some examples of Climate-Change-related applications are presented. On the other hand, videogames are presented as useful tools for learning under the philosophy of Digital Game-Based Learning (DGBL). Some principles of DGBL are discussed and some examples of videogames applied to Climate Change issues are presented. Lastly Augmented Reality games are explored and an early classification is introduced. Finally, it is concluded that videogames and Augmented Reality are two current technologies that must be applied to processes related to education on climate change due to their features and nature.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


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