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Making Tangible the Intangible: Hybridization of the Real and the Virtual to Enhance Learning of Abstract Phenomena

Authors :
Stéphanie Fleck
Martin Hachet
Psychologie Ergonomique et Sociale pour l'Expérience utilisateurs (PErSEUs)
Université de Lorraine (UL)
Popular interaction with 3d content (Potioc)
Laboratoire Bordelais de Recherche en Informatique (LaBRI)
Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Inria Bordeaux - Sud-Ouest
Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)
Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Inria Bordeaux - Sud-Ouest
Source :
Frontiers in ICT, Vol 3 (2016), Frontiers in information and communication technologies, Frontiers in information and communication technologies, Frontiers Media S.A., 2016, 3, pp.30. ⟨10.3389/fict.2016.00030⟩, Frontiers in information and communication technologies, 2016, 3, pp.30. ⟨10.3389/fict.2016.00030⟩
Publication Year :
2016
Publisher :
Frontiers Media S.A., 2016.

Abstract

Interactive systems based on Augmented Reality (AR) and Tangible User Interfaces (TUI) hold great promise for enhancing the learning and understanding of abstract phenomena. In particular, they enable to take advantage of numerical simulation and pedagogical supports, while keeping the learner involved in true physical experimentations. In this paper, we present three examples based on AR and TUI, where the concepts to be learnt are difficult to perceive. The first one, Helios, targets K-12 learners in the field of astronomy. The second one, Hobit is dedicated to experiments in wave optics. Finally, the third one, Teegi, allows one to get to know more about brain activity. These three hybrid interfaces have emerged from a common basis that jointly combines research and development work in the fields of Instructional Design and Human-Computer Interaction, from theoretical to practical aspects. On the basis of investigations carried out in real context of use and on the grounding works in education and HCI which corroborate the design choices that were made, we formalize how and why the hybridization of the real and the virtual enables to leverage the way learners understand intangible phenomena in Sciences education.

Details

Language :
English
ISSN :
2297198X
Volume :
3
Database :
OpenAIRE
Journal :
Frontiers in ICT
Accession number :
edsair.doi.dedup.....32b462a84ca6be508f9ae1a27ff70d01
Full Text :
https://doi.org/10.3389/fict.2016.00030