![]() ![]() #Bellas durmientes 2001 software#Desde la percepción de los estudiantes, se evalúa la aplicación móvil y los aprendizajes desarrollados, mediante un instrumento (cuestionario), consultando dimensiones como son el hardware, el software y los contenidos patrimoniales como partes del proceso educativo en un contexto móvil y situado. De manera complementaria, se realiza la determinación de la efectividad de la aplicación dentro de un contexto de aprendizaje situado y móvil. Los resultados son la construcción de un software flexible en un ambiente móvil que permite la presentación de contenidos sobre el patrimonio histórico de las ciudades seleccionadas. El desarrollo del software se enfoca en dos grandes ámbitos: el primero es la determinación de los escenarios territoriales, generando una base de datos que pueda ser utilizada en contextos móviles el segundo está enfocado en el diseño y el desarrollo de la aplicación RA-NPM, definiendo su arquitectura, funcionalidad, interfaz e implementación. Resumen Mediante la creación de una aplicación móvil de aprendizaje sobre elementos del patrimonio, relacionada con la implementación de recursos como son la Realidad Aumentada (RA) y la Navegación Peatonal Móvil (NPM), se han desarrollado procesos de formación en contextos de movilidad, enlazados con la información territorial sobre el patrimonio histórico y cultural correspondientes a las ciudades de Salamanca (España) y Santiago (Chile). The quantitative and qualitative results obtained show that it can be more effective than using similar technologies in e-learning contexts. The app is intended to provide an m-learning process for subjects being taught about cultural heritage. ![]() The main goal is to provide a methodology for the analysis of an ad-hoc designed app. Further, they promote the interaction of students with contents for learning, and they improve students' performance in the educational process. The results of the interviews and the satisfaction survey show that these technologies, combined with fieldwork, increase the effectiveness of the teaching-learning processes. Pretest-posttest results indicate that the experimental group outperformed the control group in their learning levels. In parallel, a satisfaction survey was carried out concerning the use of these technologies, in addition to interviews with several students and teachers of the experimental group. Students were evaluated pretest and posttest using an objective test to measure their level of learning. The control group worked in an e-learning environment, while the experimental group performed the activity as field work, making use of the app (m-learning). They were split into one control group and one experimental group. A mixed-method analysis was used, with primary school students from Chile as subjects (n = 143). The software was designed for mobile learning in an educational context, to evaluate its effectiveness when applied as a teaching tool, in comparison to similar tools such as those present in e-learning. This research presents the educational, quantitative, and qualitative evaluation of an Augmented Reality and Mobile Pedestrian Navigation app. Abstract The implementation of Mobile Pedestrian Navigation and Augmented Reality in mobile learning contexts shows new forms of interaction when students are taught by means of learning activities in formal settings. Augmented reality and pedestrian navigation through its implementation in m-learning and e-learning: Evaluation of an educational program in Chile. ![]()
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