Storytelling with Augmented Reality

2019 ◽  
Author(s):  
Meltem Yurt

Children love stories; they even need them. Through stories, they do not only dive into a fantasy world, but also learn to understand facts. Storytelling as a method of knowledge transfer is therefore widespread and essential. Can this tool be raised to a new, more effective level with the help of augmented reality (AR) technology? What potential or risks does augmented reality entail for children? The theoretical framework of this work is the topic of storytelling and its influence on children as a tool for knowledge creation, which is followed by the technical basics of augmented reality. Theoretical learning approaches as well as practical examples and various studies on learning efficiency reveal additional factors with regard to added didactic value. A model based on research literature with categories of AR storytelling is then applied to three case studies, and the results are evaluated by means of expert interviews put into a practical context. Finally, the author discusses the limitations of the use of technology in imparting knowledge to children.

2014 ◽  
Vol 12 (1) ◽  
pp. 53-75 ◽  
Author(s):  
Mambo G. Mupepi ◽  
Sylvia C. Mupepi

The primary objective of this paper is about innovation within specific social organization which compacts with the division of labor, knowledge creation, and the use of technology such as e-enterprise in social economy aimed at improving productivity. A significant proportion of the world's economy is organized to make profits not only for investors but to sustain the employment of many disadvantaged people throughout the world. It includes cooperative organizations, foundations and many other social enterprises that provide a wide range of products and services across the globe and generate sustainable employment. Productivity tends to increase when the job is divided into manageable portions and then performed by adequately skilled personnel. In order to succeed in an environment in which other businesses fiercely compete along with social enterprises it is imperative to take into account innovative systems such as e-enterprise to leverage competition and increase productivity.


2021 ◽  
Vol 11 (10) ◽  
pp. 580
Author(s):  
Giuseppe Ritella ◽  
Fedela Feldia Loperfido

Learner-centered blended learning approaches, such as Knowledge Creation, emphasize the self-organizing characteristic of thought and action, and value the students’ autonomy and self-regulation during the engagement in collaborative learning tasks. In blended contexts, the students need to organize their learning paths within a complex environment, including multiple online and offline learning spaces. This process of self-organization during courses based on the Knowledge Creation approach is currently an overlooked topic of research. The present case study is aimed at addressing this research gap by providing an in-depth understanding of the collaborative self-organization of a group of five undergraduate students participating in an interdisciplinary media design course. The course was designed according to the Knowledge Creation approach and was carried out before the start of the COVID-19 pandemic. The dialogical theory of the chronotope and the theory of cultural models constitute the main theoretical tools for the research. We used qualitative methods inspired by ethnography, including participant observation, in addition to the collection and analysis of audio-visual records, stimulated recall interviews, and learning diaries completed by the students. The findings show that the group self-organization changed across different phases of the collaborative task and involved the development of specific practices of self-organization. Cultural models associated with the task contributed to determine the students’ choices related to self-organization.


Author(s):  
Gunhild Austrheim ◽  
Tove Rullestad ◽  
Eystein Gullbekk

Three years ago we started the project "Information Management for Knowledge Creation". The project was initiated to create online information literacy modules for PhD students. The result of our endeavours, PhD on Track, will be launched in May 2013. The initial stage of the project was mapping out the information behaviour of PhD students, as well as what services they require from the library through a literature review and a focus group study. The findings of these inquiries formed the knowledge base from which we developed our information literacy modules. Our paper will focus on the interaction between content production and user testing when creating PhD on Track. Methods:User testing has been employed throughout the production stage. We have tested navigation and organisation of the web site, content and usability. The project team have conducted expert testing. Analysis:The results from our user testing have played an important part in decisions concerning content production. Our working hypothesis was that the PhD students would want an encyclopaedic website, a place to quickly find answers. However, the user tests revealed that PhD students understood and expected the website to be learning modules. Conclusions:The PhD students in the tests agreed that a site such as this would be useful, especially to new PhD students. They also liked the design, but had some qualms with the level of information. They preferred shorter text, but with more depth. The students would likewise have preferred more practical examples, more illustrations and more discipline specific information. The current content of PhD on Track reflects the feedback from the user testing. We have retained initial ideas such as one section for reviewing and discovering research literature and one section for publishing PhD research work. In addition, we have included more practical examples to indicate efficient workflows or relevant actions in context. Illustrations proved a challenge for the production team. How do you illustrate copyright or the process of getting published? The project team sees user testing as an essential part of content development. Though PhD on Track certainly mirrors the research support efforts of the academic libraries behind it, by involving the users throughout the production we have tried to make sure it is a highly relevant and qualitatively sound resource for the PhD students. "Information Management for Knowledge Creation" is a collaborative project ran by the libraries at the Bergen University College, the Norwegian School of Economics, and at the Universities of Bergen, Oslo and Aalborg. The project is funded by the Norwegian National Library.  


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Ellyta Tambunan ◽  
Anwari Masatip

The use of technology today in various sectors of life is very high, this can also seen from the needs and improvements provided by this digital service. Augmented Reality (AR) is one of the organizations that builds and improves online information today. The Covid-19 pandemic had a considerable effect on the use of this technology with the imposition of large-scale physical distancing, this depends on various sectors that exist today, especially the tourism sector. Therefore, it has a big impact on tourism activities / activities, both on a national and international scale (foreign) who will visit tourist spots / destinations. Augmented Reality has various features that support in various fields, one of which is traveling. The scientific and theoretical studies in this study provide a useful reference source for developers of mobile AR applications, tourism managers, and effective marketing strategies in facing the new normal era today. So that tourism businesses or tourist destinations better understand user preferences for mobile AR applications and others that are able to maintain behavior can still enjoy travel with their impulsivity in the context of tourism as a result.  


Author(s):  
Sebastiano Nucera ◽  
Gennaro Tartarisco ◽  
Aldo Epasto ◽  
Donatello Smeriglio ◽  
Alessandro Mazzeo ◽  
...  

Ubiquitous devices and wearable technologies are becoming smaller and more rich in features to meet user demands and applications. The emergence of ever more sophisticated technologies has created new relationships between real, virtual, and augmented world. This is quite evident, within educational contexts. This chapter will explore new learning approaches based on virtual and augmented reality technologies. Virtual and augmented realities dispense specific knowledge and information. This chapter will discuss augmented reality and education applications based on virtual reality. The chapter will differentiate between ways in which wearable technologies enhance and restructure teaching and learning processes. To circumscribe a well-defined level of analysis, the chapter will examine experiences of using wearable technology within educational contexts.


Author(s):  
Mustafa Serkan Abdusselam ◽  
Ebru Turan Güntepe

The purpose of this chapter is to investigate the potential of augmented reality as an educational resource. The use of augmented reality technologies and the integration of augmented reality into learning environments will also be investigated in light of current learning approaches. In total, 153 full-text, accessible international articles and conference proceedings published between 2007 and 2016 on augmented reality were found on the web under the category of educational research on the Web of Science's SSCI. These studies were evaluated in terms of purpose, target group, rationale, method, approach, augmented reality environment components, findings, and contributions to the field. This chapter will identify the tendencies toward the use of augmented reality in educational research, fields of research, and the use of augmented reality tools that are suitable for different age groups. The findings of this study can serve a guide for future studies in this field.


2020 ◽  
pp. 1-18
Author(s):  
William I. Bauer

This chapter serves as an introduction to the book and the Technological Pedagogical and Content Knowledge (TPACK) conceptual framework around which the book is designed. The discussion situates the use of technology for music learning within a context of technology’s role in general education, society, and our daily lives. Drawing on the research literature, the point is made that technology hasn’t become a truly integrated aspect of many music classrooms. Taking the position that a major reason for this is that most music teachers don’t have the complete knowledge and skill set (TPACK) necessary to effectively incorporate technology into classes and rehearsals, the TPACK model is introduced as an approach that may be advantageous. The model is explained, with applications to music provided.


2018 ◽  
Vol 10 (2) ◽  
pp. 37-49
Author(s):  
Tao Zhou

As an emerging service, mobile augmented reality (AR) applications have not received wide adoption among users. This may affect the successful implementation of AR. Integrating both perspectives of the unified theory of acceptance and use of technology (UTAUT) and flow theory, this research examined user adoption of mobile AR applications. The results indicated that performance expectancy and the flow experience consisting of perceived enjoyment, attention focus and perceived control significantly affect usage intention, which in turn affects actual usage behaviour. The results imply that service providers need to improve the perceived utility and user experience in order to facilitate user adoption of mobile AR applications.


Author(s):  
Lauren Haar ◽  
Simon Kaja

The impact of technology can be felt throughout the medical education continuum. From online learning environments in blended learning approaches to exclusively providing the preclinical curriculum online, there is a growing need to optimize the way that technology supports self-directed learning in the next generation of medical professionals. In this chapter, the authors address issues of best practice surrounding the development of virtual content for medical education. The information presented will be integral for medical education professionals, basic science/clinical faculty, and educational assessment specialists with an interest in the use of technology for contemporary medical education. The goal is to offer an overview of the theory and ethics behind adopting an online strategy for medical education. An emphasis is placed on developing best practices for presenting content, a comparison of blended and online-only approaches, and the ethical considerations necessary for the successful training of medical professionals online.


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