2014 XVI Symposium on Virtual and Augmented Reality 2014
DOI: 10.1109/svr.2014.14
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Music-AR: Augmented Reality in Teaching the Concept of Sound Loudness to Children in Pre-School

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Cited by 14 publications
(8 citation statements)
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“…This study is part of the ongoing interest researchers studying the implications of using ARGBL in the classroom have. As we can see from this, and from previous studies such as Antonaci, Klemke, and Specht (2015); C.-H. Chen et al (2015); Furio´et al (2015); Gomes et al (2014); Tobar-Mun˜oz, Baldiris, and Fabregat (2014); , in general, using these technological and pedagogical approaches benefits the learning experience, be it in performance, learning, knowledge, satisfaction, or motivation.…”
Section: Discussionsupporting
confidence: 70%
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“…This study is part of the ongoing interest researchers studying the implications of using ARGBL in the classroom have. As we can see from this, and from previous studies such as Antonaci, Klemke, and Specht (2015); C.-H. Chen et al (2015); Furio´et al (2015); Gomes et al (2014); Tobar-Mun˜oz, Baldiris, and Fabregat (2014); , in general, using these technological and pedagogical approaches benefits the learning experience, be it in performance, learning, knowledge, satisfaction, or motivation.…”
Section: Discussionsupporting
confidence: 70%
“…Since the studies of Squire and Klopfer (Klopfer & Squire, 2008;Rosenbaum, Klopfer, & Perry, 2007;Squire & Jan, 2007), the union of AR and GBL approaches has slowly started gaining adepts. Some studies including GBL and AR have been made very recently (Barreira et al, 2012;C.-H. Chen, Ho, & Lin, 2015;Furio´, Juan, Seguı´, & Vivo´, 2015;Gomes, Martins, Dias, & Guimaraes, 2014;Martinez, Dı´az, Barroso, Gonza´lez, & Anton, 2013). For example, Furio´et al (2015) found advantages to using an ARGBL game in terms of motivation, but no significant differences in learning outcomes.…”
Section: Introductionmentioning
confidence: 99%
“…Os trabalhos que se aprofundaram no desenvolvimento de software de RA, usaram as seguintes ferramentas computacionais: Papervision3D, FLARToolkit, BlazeDS e Flash Player [27]; Adobe Flash Professional CS5.5, Adobe AIR, Flash Devolp, ActionScript, Flash Feather e Ostrich [28]; PostgreSQL, jQuery, PHP, Eclipse, FLARToolkit, Papervision3D [22]. O trabalho [24] utilizou-se da ferramenta Flash Augmented Reality Authoring System (FLARAS), que nada mais é que uma ferramenta de autoria visual de aplicações interativas de RA, onde o usuário pode manipular objetos 3D sem um conhecimento avançado de área de computação.…”
Section: Qp2) Como Tem Sido Desenvolvido a Realidade Aumentada No Ensino De Conteúdos De Ciências Da Natureza?unclassified
“…Referente às potencialidades no processo de ensino e aprendizagem, notou-se que a tecnologia promove e desperta interesse dos alunos, tornando o processo motivador. Vale a pena destacar alguns desses resultados apresentados: Em [24], apontam que foi possível perceber a motivação dos usuários ao usarem o software Music-AR; Para [25], por ser o primeiro contato com RA, as crianças demonstraram curiosidade e motivação; No trabalho [29] relatam que a interação de forma livre com as mídias pré-estabelecido por professores, possivelmente atraem e motivam os alunos a aprender mais; Gonçalves, Oliveira e Vettori [39] descrevem que atividade deixou os alunos motivados em aprender, por ser diferente do que geralmente faziam; [37] destacam que a RA pode motivar os aluno nos conteúdos abordados pelos professores; [32] por meio de uma análise de critério, sobre ânimo de aprender os conceitos físicos abordados, destaca que o produto educacional combinando xadrez e RA tornou o processo educacional mais agradável e interessante; no trabalho de Ferreira, Ribeiro e Cleophas [40] os participantes da pesquisa classificaram as atividade de RA motivante.…”
Section: Qp2) Como Tem Sido Desenvolvido a Realidade Aumentada No Ensino De Conteúdos De Ciências Da Natureza?unclassified
“…Third, this study limits the points of discussion solely to the applicability of co-creation to the music business and only within the context of business management without taking into account cross-industry applications of co-creation. Considering that the co-creation scope and its potentials are not just within the business and management context in the music business, several other areas can also be taken into account in future discussions including the co-creational potentials for the field of music therapy (Bakan et al, 2008;Ansdell, 2016), health and well-being (Stensaeth, 2013), augmented, virtual or mixed reality (Bissonnette et al, 2016;Gomes et al, 2014;Wu et al, 2018…”
Section: Limitationsmentioning
confidence: 99%