| Literature DB >> 27792132 |
Graciela Guerrero1, Andrés Ayala2, Juan Mateu3, Laura Casades4, Xavier Alamán5.
Abstract
This article presents a pilot study of the use of two new tangible interfaces and virtual worlds for teaching geometry in a secondary school. The first tangible device allows the user to control a virtual object in six degrees of freedom. The second tangible device is used to modify virtual objects, changing attributes such as position, size, rotation and color. A pilot study on using these devices was carried out at the "Florida Secundaria" high school. A virtual world was built where students used the tangible interfaces to manipulate geometrical figures in order to learn different geometrical concepts. The pilot experiment results suggest that the use of tangible interfaces and virtual worlds allowed a more meaningful learning (concepts learnt were more durable).Entities:
Keywords: e-learning; mixed reality; tangible user interfaces; virtual worlds
Year: 2016 PMID: 27792132 PMCID: PMC5134435 DOI: 10.3390/s16111775
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Conic sections: (a) parabola; (b) circle/ellipse and (c) hyperbola.
Figure 2Two views of the virtual elements for teaching conic sections.
Figure 3Schematic design of FlyStick.
Figure 4FlyStick.
Figure 5Design of Primbox. (a) Attribute selection box and attribute cards; (b) Desing box.
Educational activities performed.
| Tangible Interface | Activity Description | Main Goal | |
|---|---|---|---|
|
| VT PrimBox | One student is interacting with the virtual world constructing a geometrical figure following the oral instructions provided by a second student who is seeing a real world model | Using geometry language |
|
| VT FlyStick | The students, interacting with the tangible interface, generate various conic curves in the virtual world (circle, parabola, ellipse and hyperbola) | Understanding conic sections |
Result of the survey about previous knowledge on virtual worlds (26 students).
| Kind of Question | Questions about Virtual Worlds (Session 1: Introduction to Virtual Worlds) | Yes | No |
|---|---|---|---|
| Previous Knowledge | Did you know virtual worlds previously? | 17 (65.4%) | 9 (34.6%) |
| Have you ever played with virtual worlds before? | 15 (57.7%) | 11 (42.3%) | |
| Easy to Use and Interactivity | Did you find it easy to interact in a virtual world? | 25 (96.2%) | 1 (3.8%) |
| Do you think that it’s difficult changing the properties of objects in a virtual world? | 10 (38.5%) | 16 (61.5%) | |
| Have you found difficult to do collaborative activities in a virtual world? | 4 (15.4%) | 22 (84.6%) | |
| Useful to Learn Mathematics and Geometry | Do you think that the virtual worlds help you to understand | 19 (73.1%) | 7 (26.9%) |
| Do you think that virtual worlds can help you to learn Mathematics? | 22 (84.6%) | 4 (15.4%) | |
| Motivation | Did you like the session about virtual worlds? | 25 (96.2%) | 1 (3.8%) |
| Would you like to perform activities using virtual worlds in class? | 25 (96.2%) | 1 (3.8%) | |
| Would you like to perform activities using virtual worlds at home? | 18 (69.2%) | 8 (30.8%) |
Usability and user experience survey using Virtual Touch system (23 students).
| Questions about Usability and User Experience (Session 2: Usability Survey) | Yes | No |
|---|---|---|
| Have you found the tangible elements easy to use? | 8 (61.5%) | 5 (38.5%) |
| Is Virtual Touch easy to use? | 9 (69.2%) | 4 (30.8%) |
| Was it quick to learn how to use the system? | 11 (84.6%) | 2 (15.4%) |
| Have you felt comfortable using Virtual Touch? | 10 (76.9%) | 3 (23.1%) |
| Virtual Touch facilitates group work or teamwork? | 11 (84.6%) | 2 (15.4%) |
| Have you needed help or assistance of the teacher? | 2 (15.4%) | 11 (84.6%) |
| Have the simulation of the activities in the virtual world been too complex? | 5 (38.5%) | 8 (61.5%) |
| Has the effort to solve the activities been very high? | 1 (7.7%) | 12 (92.4%) |
Semi-structured interview with the teacher.
| Semi-Structured Interview Made to the Teacher | Answers |
|---|---|
| Have you ever played with virtual worlds before? | No |
| Have you found interesting the Virtual Touch system? | Yes |
| Have you needed technical support for using Virtual Touch? | Yes |
| Do you think that virtual worlds could improve the teaching of Mathematics? | Yes |
|
Virtual worlds can help to visualize scenarios on which subsequently apply mathematical processes. | |
|
Virtual worlds can allow developing spatial vision of students. | |
|
Virtual worlds are a creative and motivation environment. | |
|
In a virtual world, students can share and collaborate on certain tasks in real time without worrying about the physical place where they are. | |
| Did you find difficult to use the tangible? | No |
| Did you require a lot of effort to create training activities in the virtual world? | Yes |
| In your opinion, the major advantages of the Virtual Touch system are… | The tangible interface allowed recreating movements, which did not require great accuracy in the virtual world, in a more comfortable and closer to the student way. |
| In your opinion, the major disadvantages of the Virtual Touch system are… |
Teachers need some training about the Virtual Touch system. |
|
It would be convenient to have a resource bank. | |
|
The need for a complex infrastructure (server, ports, viewers…) | |
|
The difficulty of designing activities that fit within the curriculum of the course. | |
| Do you think the student may be distracted in the virtual world? | Yes |
| Rate the sessions |
The students had a great willingness to perform activities |
|
In some activities students with special educational needs did as well as the other students. | |
|
There should be a mechanism to assess the work of each avatar, like controlling the behavior of avatars. | |
| Assessment of “Virtual Touch FlyStick” |
Advantages: Ergonomic, lightweight, easy to install and use. |
|
Disadvantages: Improve the button to tilt the cutting plane (the button is too hard). | |
| Assessment of “Virtual Touch PrimBox” |
Advantages: easy to handle, easy to install and use. |
|
Disadvantages: The size of tangible. Couldn’t it be reduced? |
Figure 6Example of composition of geometric figures for Activity 1.
Figure 7Students in the control group performing activity 1.
Figure 8A student working on Activity 1 using the PrimBox tangible.
Results for Activity 1 using the PrimBox tangible.
| Result | Control Group | Experimental Group |
|---|---|---|
| Sample size | n = 29 | m = 30 |
| Arithmetic average of results | X = 74.5 | Y = 100 |
| Arithmetic average on efficiency | X = 106.77 | Y = 113.28 |
| Variance | S1 = 5403.07 | S2 = 1708.7 |
| Standard deviation | SD1 = 73.50 | SD2 = 41.33 |
Figure 9An example of question of the activity 2.
Figure 10A student working on Activity 2 using the FlyStick tangible.
Figure 11Comparative results: Virtual Touch and Traditional methodology (1st test).
Figure 12Comparative results: Virtual Touch and Traditional (two weeks later).
Strong and weak points identified.
| Strong Points | Weak Points |
|---|---|
| Meaningful learning | Distraction in some students |
| Active learning | Need to have good equipment (high band width, computer with good graphic cards, configuration ports to connect with server.) |
| Reduce impulsivity | Evaluate the novelty factor in a longer period |
| Improve the motivation | Need to create and adapt all activities and teaching materials |
| Need to perform training for teachers | |
| Difficulty controlling the behavior of avatars |