scholarly journals USE OF SMARTPHONE AND VIRTUAL REALITY AND AUGMENTED REALITY GLASSES IN MATHEMATICS CLASSES

The present work presents a research carried out with 6th and 7th grade students of Elementary School II at Escola Municipal Mon. Walfredo Gurgel Alto do Rodrigues/RN, aiming to encourage the use of materials such as Ruler and Square in Mathematics classes and to know your opinion about the use of Augmented Reality and Virtual Reality glasses. This aimed at a reflective analysis of how the inclusion of technologies in education can enhance learning when the use of multimedia resources that help in understanding mathematical concepts or that enable a dynamic visualization of the object of study are encouraged. She seeks to know what the contribution of this device to the teaching and learning process of Mathematics. Methodologically, the work is characterized as an exploratory research of qualitative and quantitative nature, with a bias towards a case study, with data collected through a semi-structured questionnaire with 102 students. We can count on an interdisciplinary planning to present the programmed contents with more meaning. The results were analyzed based on the research instruments and the testimonies of the students, in addition to a brief study on information and communication technologies applied to learning. Thus, the data are organized in graphs where the research findings are expressed.

2015 ◽  
Vol 28 (4) ◽  
pp. 823-835 ◽  
Author(s):  
Tânia Brusque Crocetta ◽  
Sandra Rogéria de Oliveira ◽  
Carla Maria de Liz ◽  
Alexandro Andrade

Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.


2018 ◽  
pp. 254-276 ◽  
Author(s):  
Bülent Gürsel Emiroğlu ◽  
Adile Aşkım Kurt

Use of technology in education has been widespread in the last decade, thanks to developments and improvements in information and communication technologies, especially in mobile devices. Among the fields in which mobile devices play important roles, education is one of the leading ones. Mobile devices help teachers and learners access educational resources when needed. To increase the reality of virtual learning environments on mobile devices, Augmented Reality (AR) technologies were introduced for mobile platforms, and the term Mobile Augmented Reality (MAR) arose. MAR opens a new door for educators and trainers to experience new methods of teaching for mobile learners. In this chapter, educational use of AR on mobile devices will be explained. Throughout the content of the chapter, readers will be informed about how AR applications changed people's teaching and learning styles.


2016 ◽  
Vol 6 (3) ◽  
pp. 53 ◽  
Author(s):  
Athanasios Drigas ◽  
Maria-Theofania L. Kontopoulou

In this paper we concentrate on the implementation and the results of teaching and learning methods which are based on use of Information and Communication Technologies (ICTs) for understanding of Physics concepts. These methods are simulations, virtual reality, video games and were used to students of all levels, from elementary school to university for undergraduates and postgraduates students. Also these methods include a wide representative range of Physics` branches.


2018 ◽  
Vol 1 ◽  
pp. 14-26
Author(s):  
Suzanne Marle Constance ◽  
Charles Musarurwa

This study aimed to establish the extent to which Information and Communication Technologies (ICTs) have been integrated into the teaching and learning of Geography in Seychelles Secondary Schools. The focus was on key issues such as policy provisions for the integration of ICTs into the Seychelles curriculum; teachers’ and students’ perceptions about the use of ICTs in teaching and learning of Geography; the types of ICTs used; and challenges faced in the integration of ICTs. Possible solutions are also explored. The researchers opted for a qualitative methodological approach to generate rich and in-depth data. The aim was to learn and understand from the case rather than to prove and establish cause and effect. Thus, various methodologies such as document analysis, focus group discussions and interviews were employed. Geography teachers and students were the main participants in the study, although other participants such as Ministry of Education officials were also interviewed. It is anticipated that the research findings and recommendations will benefit policymakers and practitioners in the Seychelles education system.


Author(s):  
Joko Purnomo

The use of Information and Communication Technologies (ICT) in a variety of educational activities creates lots of conveniences, increases effectiveness and efficiency. It is believed that the use of ICT in the educational process makes learning more interesting, enables explaining the concept more clearly, foster creativity, collaborative skills and many more. Due to the fact that the students are millennial generation, who is quite familiar with ICT in their daily life, the use of ICT is important. In learning mathematics, GeoGebra which is dynamic open source software can be used as a teaching and learning tool for mathematics. However, some are still unaware of the benefits of using GeoGebra to learn mathematics. This article discusses the various benefits of using GeoGebra in mathematics teaching and learning, and several studies that support it. The advantages of using GeoGebra in mathematics teaching and learning are as follows: GeoGebra might be used to demonstrate or visualize mathematical concepts, as well as a means of constructing mathematical concepts. The use of GeoGebra in mathematics learning can foster mathematical reasoning, creativity, support collaboration, involve students more in the learning process. And, the more involved, more effective and efficient the learning is.


Author(s):  
Albert Sangrà ◽  
Mercedes González-Sanmamed

The purpose of this study is to analyse what is happening at schools regarding the integration and use of information and communication technologies (ICT) and to examine teachers’ perceptions about what teaching and learning processes can be improved through the use of ICT. A multiple-case-study research methodology was applied. From a previous exploratory research, four different types of schools were determined. Data show there is a widespread view that ICT in teaching favours several teaching and learning processes. In particular, it shows that the contribution of ICT to the improvement of teaching and learning processes is higher in the schools that have integrated ICT as an innovation factor. To attain this highest level implies that a school not only has to modernise the technological tools, but also has to change the teaching models: the teacher’s role, issues regarding classroom organisational, the teaching and learning processes, and the interaction mechanisms.


Author(s):  
Bülent Gürsel Emiroğlu ◽  
Adile Aşkım Kurt

Use of technology in education has been widespread in the last decade, thanks to developments and improvements in information and communication technologies, especially in mobile devices. Among the fields in which mobile devices play important roles, education is one of the leading ones. Mobile devices help teachers and learners access educational resources when needed. To increase the reality of virtual learning environments on mobile devices, Augmented Reality (AR) technologies were introduced for mobile platforms, and the term Mobile Augmented Reality (MAR) arose. MAR opens a new door for educators and trainers to experience new methods of teaching for mobile learners. In this chapter, educational use of AR on mobile devices will be explained. Throughout the content of the chapter, readers will be informed about how AR applications changed people's teaching and learning styles.


Author(s):  
Samuel De Carvalho Lima ◽  
Lúrya Valéria de Oliveira Sousa Almeida

Resumo: A sociedade brasileira contemporânea é marcada pela cultura tecnológica, cujas práticas sociais são mediadas pelas Tecnologias da Informação e Comunicação (TIC). Essas TICs têm alterado a rotina de muitos sujeitos, sendo que aqueles que não se aproximam dessas acabam por não participar de processos sociais ou de estratégias de facilitação na realização dos mesmos no cotidiano, através de mensagens instantâneas, pagamento de contas online, cursos à distância, entre outros. O idoso, para além da exclusão social resultante de preconceitos e de falta de informação ou consciência, acaba por vezes excluído, também, do processo de aproximação com as TICs. Dessa forma, sabendo da importância do letramento digital, buscamos investigar a promoção das práticas de letramento digital do sujeito idoso que participa da Educação de Jovens e Adultos (EJA) ofertada no Centro de Educação de Jovens e Adultos (CEJA) Professor Alfredo Simoneti, no município de Mossoró-RN. Para isso, realizamos uma pesquisa de cunho qualitativo e exploratório que, a partir da aplicação de questionário, resultou em dados que confirmam que ainda há muitas lacunas que precisam ser preenchidas para que o processo de ensino-aprendizagem da EJA se torne promotor do letramento digital. Palavras-chave: Letramento digital. Idoso. EJA. DIGITAL LITERACY OF THE ELDERLY IN THE CONTEXT OF YOUTH AND ADULT EDUCATION IN MOSSORÓ-RN Abstract: The current Brazilian society is marked by technological culture, whose social practices are mediated by Information and Communication Technologies (ICTs). These ICTs have changed the routine of many people, and those who do not approach them end up not participating in many social processes or enabling strategies in achieving these processes in everyday life (IM; bill payment; online courses, etc.). The elderly, in addition to social exclusion resulting from prejudice and lack of information or awareness, are, sometimes, excluded either from the process of rapprochement to ICTs. Thus, knowing the importance of digital literacy, we seek to investigate the promotion of literacy practices to the elderly that participate in the Youth and Adult Education (YAE) offered in the Youth and Adult Education Center Professor Alfredo Simoneti in Mossoró-RN. We conducted a qualitative and exploratory research that, from the questionnaire, resulted in data that confirm that there are still many gaps that need to be fullfilled for the process of teaching and learning of YAE to become a promoter of digital literacy. Keywords: Digital literacy. Elderly. Youth and Adult Education.  


2018 ◽  
Vol 1 (2) ◽  
pp. 156-165 ◽  
Author(s):  
Linda Linda ◽  
Ida Ri'aeni

Abstract   The objective of this research is to find out the use of Whatsapp Messenger as a mobile media to learn writing in EFL classes.Several researchers have attempted to prove applicability of mobile learning as modern ways of teaching and learning (Naismith, 2004:115). Moreover, applying portable technologies have been demanded by most of the modern learners who oftentimes are forced to study anywhere, and anytime, for example, at work, in the bus or at weekends (Evans, 2008:115).The research was motivated by the students’ difficulties in writing. The sample of this research was three classes of first grade students of English Department of Unswagati. The instrument of this research was questionnaire sheet. Data from questionnaire sheet was analyzed based on the frequency students’ answers and then was calculated and interpreted into percentages. The result shows WhatsApp Messenger attracts the students interest and also the students have positive responses towards the using ofWhatsAppMessenger. In applying WhatsApp group, the writer concluded that, learning using WhatsApp group has effective to develop their creativity in writing skill. On the other hand, the result from the questionnaire sheet indicated that almost of students is active in learning to writing recount text. Students can learn out of the classroom. Beside WhatsApp can be used privately, it can be used for students’ education. The students can use their gadget positively for their ability in learning English. The students can improve their knowledge in learning ICTs (Information and Communication Technologies). Keyword: WhatsApp Messenger,EFL writing, Instructional Media, ICTs (Information and Communication Technologies).


Author(s):  
Tomas Brusell

When modern technology permeates every corner of life, there are ignited more and more hopes among the disabled to be compensated for the loss of mobility and participation in normal life, and with Information and Communication Technologies (ICT), Exoskeleton Technologies and truly hands free technologies (HMI), it's possible for the disabled to be included in the social and pedagogic spheres, especially via computers and smartphones with social media apps and digital instruments for Augmented Reality (AR) .In this paper a nouvel HMI technology is presented with relevance for the inclusion of disabled in every day life with specific focus on the future development of "smart cities" and "smart homes".


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