Learning programming and electronics with augmented reality

Detalhes bibliográficos
Autor(a) principal: Figueiredo, Mauro
Data de Publicação: 2016
Outros Autores: Cifredo-Chacon, Maria-Angeles, Gonçalves, Vitor
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.1/9699
Resumo: Digital native generations have been technology consumers all their life. Our children should be educated to be capable to contribute, as active producers, to the digital framework with a maturity and critical attitude. To do that children should learn to program from very early stage at school and combine this with electronics can be the right way to motivate them to develop skills such as reasoning, problems resolution, logic, creativity, perseverance and team work. This paper describes the development of an augmented reality book that can be used by children to learn programming and electronics. Students alone, in groups, at home or in the classroom can use mobile devices (smart-phones or tablets) and augmented reality to help them in the electronics assembly. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device.
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spelling Learning programming and electronics with augmented realityDigital native generations have been technology consumers all their life. Our children should be educated to be capable to contribute, as active producers, to the digital framework with a maturity and critical attitude. To do that children should learn to program from very early stage at school and combine this with electronics can be the right way to motivate them to develop skills such as reasoning, problems resolution, logic, creativity, perseverance and team work. This paper describes the development of an augmented reality book that can be used by children to learn programming and electronics. Students alone, in groups, at home or in the classroom can use mobile devices (smart-phones or tablets) and augmented reality to help them in the electronics assembly. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device.SapientiaFigueiredo, MauroCifredo-Chacon, Maria-AngelesGonçalves, Vitor2017-04-07T15:57:24Z20162016-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.1/9699eng978-3-319-40238-3; 978-3-319-40237-60302-974310.1007/978-3-319-40238-3_6info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-24T10:21:13Zoai:sapientia.ualg.pt:10400.1/9699Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:01:34.722741Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Learning programming and electronics with augmented reality
title Learning programming and electronics with augmented reality
spellingShingle Learning programming and electronics with augmented reality
Figueiredo, Mauro
title_short Learning programming and electronics with augmented reality
title_full Learning programming and electronics with augmented reality
title_fullStr Learning programming and electronics with augmented reality
title_full_unstemmed Learning programming and electronics with augmented reality
title_sort Learning programming and electronics with augmented reality
author Figueiredo, Mauro
author_facet Figueiredo, Mauro
Cifredo-Chacon, Maria-Angeles
Gonçalves, Vitor
author_role author
author2 Cifredo-Chacon, Maria-Angeles
Gonçalves, Vitor
author2_role author
author
dc.contributor.none.fl_str_mv Sapientia
dc.contributor.author.fl_str_mv Figueiredo, Mauro
Cifredo-Chacon, Maria-Angeles
Gonçalves, Vitor
description Digital native generations have been technology consumers all their life. Our children should be educated to be capable to contribute, as active producers, to the digital framework with a maturity and critical attitude. To do that children should learn to program from very early stage at school and combine this with electronics can be the right way to motivate them to develop skills such as reasoning, problems resolution, logic, creativity, perseverance and team work. This paper describes the development of an augmented reality book that can be used by children to learn programming and electronics. Students alone, in groups, at home or in the classroom can use mobile devices (smart-phones or tablets) and augmented reality to help them in the electronics assembly. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device.
publishDate 2016
dc.date.none.fl_str_mv 2016
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2017-04-07T15:57:24Z
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