Active learning and discovery-based laboratory curricula for the understanding of kinematics using motion sensors have extensively been studied in Physics Education Research for more than thirty years and provided strong evidence of their usefulness in terms of students learning and retention. More recently, activities based on video analysis software have also been developed and have become an important part of Physics Education Research. In this work we present a setup based on Virtual Reality (VR) headsets that may be used both for activities that are currently based on motion sensors and also for motion tracking. Our setup is based also on cameras that can be attached to the headsets in order to achieve an Augmented Reality experience. While VR headsets are mainly sold as gaming devices, they can be very interesting for Physics Education active learning activities: we called such an activity an Augmented Reality Active Learning (AnReAL) activity. As it will be shown, many curricula based on motion sensors or on video tracking can almost automatically be translated into AnReAL ones, while also being open for many new opportunities. In fact, following the emerging theory of Embodied Cognition, Virtual and Augmented Reality setups such as the presented one could prove to be very beneficial for information retention.
Learning motion concepts using Augmented Reality Active Learning (AnReAL) activities / Rosi, Tommaso; Onorato, Pasquale; Oss, Stefano. - In: JOURNAL OF PHYSICS. CONFERENCE SERIES. - ISSN 1742-6588. - 1929:1(2021), pp. 012036.1-012036.5. [10.1088/1742-6596/1929/1/012036]
Learning motion concepts using Augmented Reality Active Learning (AnReAL) activities
Rosi, Tommaso;Onorato, Pasquale;Oss, Stefano
2021-01-01
Abstract
Active learning and discovery-based laboratory curricula for the understanding of kinematics using motion sensors have extensively been studied in Physics Education Research for more than thirty years and provided strong evidence of their usefulness in terms of students learning and retention. More recently, activities based on video analysis software have also been developed and have become an important part of Physics Education Research. In this work we present a setup based on Virtual Reality (VR) headsets that may be used both for activities that are currently based on motion sensors and also for motion tracking. Our setup is based also on cameras that can be attached to the headsets in order to achieve an Augmented Reality experience. While VR headsets are mainly sold as gaming devices, they can be very interesting for Physics Education active learning activities: we called such an activity an Augmented Reality Active Learning (AnReAL) activity. As it will be shown, many curricula based on motion sensors or on video tracking can almost automatically be translated into AnReAL ones, while also being open for many new opportunities. In fact, following the emerging theory of Embodied Cognition, Virtual and Augmented Reality setups such as the presented one could prove to be very beneficial for information retention.File | Dimensione | Formato | |
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