TY - JOUR
T1 - Designing situated learning experiences for smart cities
T2 - the [email protected] experience
AU - Chang, Maiga
AU - De Angelis, Marta
AU - Gaeta, Angelo
AU - Orciuoli, Francesco
AU - Parente, Mimmo
N1 - Publisher Copyright:
© 2020 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2023
Y1 - 2023
N2 - This paper reports the results of the [email protected] project on the design, development and evaluation of an augmented reality application to support situated learning experiences in a smart city. The users of the application are primary school children and the case study refers to recognition of road signs as geometric shapes. The objective is to allow children to comprehend the meaning of road signs of a city and to guide them in the recognition of the geometric shapes and colors connected to these signs. The mobile application is based on the paradigm of games and uses a virtual character with the role of intelligent tutor. The results of the evaluation confirm the expected benefits related to the adoption of augmented reality and mobile technologies, mainly in terms of involvement, pleasantness and willingness to repeat the experience. The results show that the re-mediation of augmented reality and the intelligent tutoring system have influenced the memorization processes of figures and colors, as well as of the contents of most of the signals presented. The application has been also deployed on smart glasses and shown in the context of an international event for children and teenagers, the Giffoni Film Festival 2018.
AB - This paper reports the results of the [email protected] project on the design, development and evaluation of an augmented reality application to support situated learning experiences in a smart city. The users of the application are primary school children and the case study refers to recognition of road signs as geometric shapes. The objective is to allow children to comprehend the meaning of road signs of a city and to guide them in the recognition of the geometric shapes and colors connected to these signs. The mobile application is based on the paradigm of games and uses a virtual character with the role of intelligent tutor. The results of the evaluation confirm the expected benefits related to the adoption of augmented reality and mobile technologies, mainly in terms of involvement, pleasantness and willingness to repeat the experience. The results show that the re-mediation of augmented reality and the intelligent tutoring system have influenced the memorization processes of figures and colors, as well as of the contents of most of the signals presented. The application has been also deployed on smart glasses and shown in the context of an international event for children and teenagers, the Giffoni Film Festival 2018.
KW - Situated learning
KW - augmented reality
KW - smart city
UR - http://www.scopus.com/inward/record.url?scp=85089029511&partnerID=8YFLogxK
U2 - 10.1080/10494820.2020.1799024
DO - 10.1080/10494820.2020.1799024
M3 - Journal Article
AN - SCOPUS:85089029511
SN - 1049-4820
VL - 31
SP - 544
EP - 561
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 1
ER -