Mobile augmented reality supporting families' immersive collaborative learning: Learning-on-the-move for place-based geoscience sense-making

被引:4
|
作者
Zimmerman, Heather Toomey [1 ]
Land, Susan M. [1 ]
Faimon, Lillyanna [1 ]
Chiu, Yu-Chen [1 ]
机构
[1] Penn State Univ, Coll Educ, 304 Keller Bldg, University Pk, PA 16803 USA
基金
美国国家科学基金会;
关键词
Place-based education; Augmented reality; Informal learning; Geosciences education; Immersive learning; Computer-supported collaborative learning; CHILDREN LEARN; SCIENCE; ENGAGEMENT; STRATEGIES; EXPERIENCE; NARRATIVES; EDUCATION; EVERYDAY; PATTERNS; CONTEXT;
D O I
10.1007/s11412-023-09399-9
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
We investigated how families experienced immersion as they collaboratively made sense of geologic time and geoscience processes during a place-based, learning-on-the-move (LOTM) experience mediated by a mobile augmented reality (MAR) app. Our team developed an MAR app, Time Explorers, that focused on how rock-water interactions shaped Appalachia over millions of years. Data were collected at the Children's Garden at the Arboretum at Penn State. Data sources were videos of app usage, point-of-view camera recordings with audio capturing family conversations, and interviews from 17 families (51 people). The analytical technique was interaction analysis, in which episodes of family sense-making were identified and developed into qualitative vignettes focused on how immersion did or did not support learning about geoscience and geologic time. We analyzed how design elements supported sensory, actional, narrative, and social immersion through photo-taking, discussion prompts, and augmented reality visualizations. Findings showed that sensory and social immersion supported sense-making conversations and observational inquiry, while narrative and actional immersion supported deep family engagement with the geoscience content. At many micro-sites of learning, families engaged in multiple immersive processes where conversations, observational inquiry, and deep engagement with the geoscience came together during LOTM. This analysis contributes to the CSCL literature on theory related to LOTM in outdoor informal settings, while also providing design conjectures in an immersive, family-centered, place-based LOTM framework.
引用
收藏
页码:291 / 322
页数:32
相关论文
共 13 条
  • [1] Mobile augmented reality supporting families’ immersive collaborative learning: Learning-on-the-move for place-based geoscience sense-making
    Heather Toomey Zimmerman
    Susan M. Land
    Lillyanna Faimon
    Yu-Chen Chiu
    International Journal of Computer-Supported Collaborative Learning, 2023, 18 : 291 - 322
  • [2] Supporting children’s place-based observations and explanations using collaboration scripts while learning-on-the-move outdoors
    Heather Toomey Zimmerman
    Susan M. Land
    International Journal of Computer-Supported Collaborative Learning, 2022, 17 : 107 - 134
  • [3] Supporting children's place-based observations and explanations using collaboration scripts while learning-on-the-move outdoors
    Zimmerman, Heather Toomey
    Land, Susan M.
    INTERNATIONAL JOURNAL OF COMPUTER-SUPPORTED COLLABORATIVE LEARNING, 2022, 17 (01) : 107 - 134
  • [4] EMERGING TECHNOLOGIES AUGMENTED REALITY AND LANGUAGE LEARNING: FROM ANNOTATED VOCABULARY TO PLACE-BASED MOBILE GAMES
    Godwin-Jones, Robert
    LANGUAGE LEARNING & TECHNOLOGY, 2016, 20 (03): : 9 - 19
  • [5] Unique Mobile Applications for Place-Based Collaborative Learning: The DICE, Model
    Levy, Dalit
    Alef, Yael
    Shafriri, Yuval
    2023 IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES, ICALT, 2023, : 89 - 93
  • [6] Teaching Mobile Programming Using Augmented Reality and Collaborative Game Based Learning
    Kazanidis, Ioannis
    Tsinakos, Avgoustos
    Lytridis, Chris
    INTERACTIVE MOBILE COMMUNICATION TECHNOLOGIES AND LEARNING, 2018, 725 : 850 - 859
  • [7] ARDNA: A Mobile App Based on Augmented Reality for Supporting Knowledge Exploration in Learning Scenarios
    Genovese, Alessia
    Marino, Federica
    Orciuoli, Francesco
    Zanfardino, Gennaro
    INTELLIGENT TUTORING SYSTEMS (ITS 2021), 2021, 12677 : 505 - 511
  • [8] ARROBO, augmented reality-based mobile application for supporting innovative learning in robotics
    Yusuf A.R.
    Efendi A.
    Yuana R.A.
    International Journal of Interactive Mobile Technologies, 2019, 13 (11) : 226 - 235
  • [9] From Information to Experience: Place-Based Augmented Reality Games as a Model for Learning in a Globally Networked Society
    Squire, Kurt
    TEACHERS COLLEGE RECORD, 2010, 112 (10): : 2565 - 2602
  • [10] Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education
    Zhao, Jiayan
    Lafemina, Peter
    Carr, Julia
    Sajjadi, Pejman
    Wallgruen, Jan Oliver
    Klippel, Alexander
    2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2020), 2020, : 893 - 902