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Comic and augmented reality as didactic tools in computer teaching

Table of contents:

Anonim

This publication arises from my experience as an undergraduate and graduate student, currently I have found many situations in which students always ask ourselves: How can I learn interactively using technology? The difficulties of learning traditionalist by virtue of the fact that in the Teaching Career in Computer Science he is not fully immersed with technology, especially with regard to augmented reality and the didactic tool for its application and development in education, he is a student who will be able to use his creativity and imagination in comics and augmented reality as a facilitating element in self-learning while for the teacher it will be a technological didactic material, it should be emphasized that each student has a different learning style,The use of a technological didactic tool will help reinforce knowledge in the teaching-learning process as an educational support for both the teacher and the student inside or outside of classes. It describes what has happened over time in the Faculty and especially in the career of Teaching in Computer Science in the context of competitiveness and how to face the challenges that arise in daily life.It describes what has happened over time in the Faculty and especially in the career of Teaching in Computer Science in the context of competitiveness and how to face the challenges that arise in daily life.It describes what has happened over time in the Faculty and especially in the career of Teaching in Computer Science in the context of competitiveness and how to face the challenges that arise in daily life.

Key words: Technology, augmented reality, didactic tool, learning.

Abstract

This publication stems from my experience as an undergraduate and beginning graduate, now I have found many situations in which students are always asking ourselves how can I learn interactively using technology?, The difficulties in learning traditionalist under in the race Teaching Computer is not immersed in full with technology, especially in regards with augmented reality and teaching tool for application and development in education, a student can use your creativity and imagination in the comic and augmented reality as a facilitator in the self-study element while for the teacher be a technological teaching materials, it should be emphasized that each student has a different style of learning,the use of a technological educational tool help strengthen the knowledge in the teaching-learning process as an educational support for both the teacher and the student in or out of school. It describes what has happened over time in the Faculty and especially in the career of Computer Teaching in the context of competitiveness and how to face the challenges presented in everyday life.

Introduction

Many of the students do not know what augmented reality is, its application and development in learning to become a technological teaching tool, the purpose of all this is for educators to be the pioneers in creating new expectations of learning that deepen scientific and technological research optimizing the appreciation of the subject of its environment in general, however, the limited use of augmented reality by teachers means that technology is declining and traditional educational material continues to maintain the same pace in education, as if we give a boom to the technological teaching tool, the student will be able to enhance their knowledge. It is very important that technological resources be used as a new and creative part,to form a new method of teaching and learning so that the teacher has the ability to use technological objects so that their students understand the classes.

To improve the academic results in the Teaching Degree in Computer Science more than that is so that the student is attracted to learn what the comic in augmented reality as a teaching tool, according to my research from 2013 to 2016, The students have received a low level of augmented reality, without going into depth about it because it does not appear as a subject in their academic professional profile, so the traditional learning method continues to be used in the student process,Although to improve this academic performance, a survey would be applied to find out to what extent knowledge has been developed and that they learned about technology and thus ensure that the student feels comfortable with the subject by changing their perspective, making the teaching tool useful in any matter.

However, to carry out the proposed, it must be clear what the NTIC's (New information and communication technologies) are, since they provide a series of advantages and functionalities with great capacity for information treatment and storage, interactivity and Task automation, flexible access, and easy data transport also enhance the learning model in which the student conceives and relates to the teacher in the instructional process that they will use. (Aguiar Perera, Farray Cuevas, & Brito Santana, 2013). Technology arises so that the student learns through the constructivist model where the direct protagonist is the student because she is the one who builds her own knowledge through technological resources with the experience and information she perceives around her.

The Ntic's corresponds to a set of external instruments, tools whose objective is the improvement of the human being through training processes of information, knowledge and communication, which will allow the student to integrate into the world of work with new requirements with the objective of promoting equal access opportunities and modernization of teaching and learning methods. (Labarca Baeza, 2014). Advances in ICT revolutionizing computer processes, the transmission of information and the generation of knowledge, education is immersed in the use of ICT in classrooms, although the technological barriers caused by economic imbalances are declining day by day,The first resources he uses as a teacher is the internet through the acquired information he imparts as educational material for the training of students. (Said Hung, 2013).

In the specific field of ICTs, there is a lack of a sufficiently systematized theoretical body that explains together the phenomena and associated factors that explain and conceptualize how educational innovation and improvement processes are generated by working with computers in educational centers, innovations arise and They are developed in different contexts and it begins from a general perspective where it is stated that an educational change is introduced according to educational values ​​and responds to a certain need to improve current educational practices. (García & Muñoz, 2011). Systematization is a process linked to the production of knowledge that seeks to understand the phenomena of social practice as the relationships established in them,implies the construction of knowledge around the structure of the phenomena associated with the projects, it is about building the experience understanding its complexity and integrity of the practice. (Cinfuentes Pariño, 2006).

Multimedia refers to the combination of various languages ​​to transmit information through a computer system such as: text, animations, videos, 2D and 3D graphics, digital images, sound, etc., coherently related in the same environment and whose main objective is to facilitate the transmission of information, all multimedia presentations must show the information in an attractive and intuitive way, keeping the student's attention, improving the traditional interface and the correct integration and synchronization of audiovisual media. (Quero Catalinas, García Román, & Peña Rodríguez, 2007). The technique are resources that can be used in a multimedia application, you can make a frame of a video and appear on the screen as a technical resource,While style is the resources used with some regularity, in a plot of a video it is done in a certain place on the screen and in a concrete way (Bou Bauzá, 1997).

The word and concept of technology did not emerge until the first years of the 18th century, according to Peter Drucker, who states that technology is combined techne: the ministry of a manual art and logos: organized, systematic knowledge and a determined purpose (Ferraro & Lerch, 1997). Technology is a set of knowledge typical of an industrial art that allows the creation of artifacts or processes to produce them, each technology has its own, exclusive and technical language so that the elements that compose it are perfectly defined according to the lexicon adopted for specific technology (Cegarra Sánchez, 2012). In the educational field, the preponderant role played by information and communication technologies cannot be ignored,The need is presented to train young people in the use of digital information media and to teach them how to responsibly and efficiently discriminate all the information presented to them (Cervera, Díaz de Prado, & Gómez Arias, 2010).

The development of mobile telephony, wireless technology and portable audio players offers a wide range of possibilities for acquiring basic knowledge in reading, writing and arithmetic, mobile devices hold the greatest potential for ICT-based learning as they need the same level of infrastructure as computers, networks are more accessible and many devices have internet access and video functions (UNESCO, 2015). Sites provided by google mobile to interact, store information with the possibility of sharing it through mobile devices: Google Mobile App, Google Maps, Gmail, YouTube. The web 2.0 resources also allow saving multimedia presentations from office packages, PDF and even in audio and video formats. (Raúl, Trabaldo, Kamijo,& Fernández, 2015)

Virtual reality is a computer system used to create an artificial world in which the user has the impression of being within this world, navigating and manipulating objects in it (Ortigueira Spain, Reigosa García, & Veiga Fachal, 2014). Virtual architects of the metaverse create 3D spaces that can very realistically imitate the physical world, virtual reality technology will allow completely realistic experiences in practice, direct immersion with direct stimulation to the brain with real virtuality like the physical universe (Young, Berne, & Muirhead, 2013). Augmented reality is a technology that allows enriching with useful compliance through a compatible device and even with GPS location data, it is convenient to distinguish augmented reality from virtual reality,virtual reality only includes images generated by computer programs and augmented reality you can see the world around us. (Brenes Muñoz, 2015)

Augmented reality can be used to help children develop their skills and understanding of the lesson, many researchers have discovered about the challenge and use of augmented reality in education, Fan Et pointed out the importance of experiments based on augmented reality in education and mentioned that augmented reality technology will bring new characteristics to experimental education (Zaphiris & Ioannou, 2015). Heritage education as a process, is based on theories of learning and specific teaching methodologies, in order to achieve genuine ownership and participation of citizens, technology has been used in order to facilitate education on, guides audio and interactive displays, mobile applications and websites (Gabellone, 2015).

Since the eighteenth century, two pedagogical perspectives are opposed to each other, in one one wants to teach, instruct, train, a subject is taught to children, that is, the situation between two objects occurs, the student carries in himself the means to achieve their own development, especially intellectually and morally (Zubiría Samper, 2013). Flexible educational models are formal education proposals that allow to attend diverse publications or in vulnerable conditions that present difficulties to participate in the traditional educational offer, these models are characterized by having a conceptual proposal of a pedagogical and didactic nature, consistent with each other (Mineducation, 2016).

Within the pedagogical models is the traditional learning is achieved through the transmission of information where the educator is the one who chooses the contents and dictates his classes, the student is passive within the training process. Romantic the child is the central axis of education developing a flexible environment her qualities and skills, the teacher is an auxiliary in education. Behavioral: learning is through stimulus - response, it is not intended to control human behavior, it is used to interpret the results of the behavior that occurs in students. (Torres de Torres, 2008). Developer: The teacher creates a stimulating environment for the child to have access to intellectual development according to the needs of each student. Socialist:The main objective is to educate for the maximum and multifaceted development of the individual abilities of each student. Constructivist: The school promotes development insofar as it promotes the constructive mental activity of the student includes the capacities of personal balance. (Pesantes Martínez, 2002).

A didactic material is everything that helps us to communicate or transmit information, improves our ideas so that they are clearer and more interesting for the educational society, it is important to make use of didactic materials for a greater possibility of success in education (Ochoa Rivera, 2001). For Alonso, C. and Gallego, D (1993), it is essential to distinguish between mass media and group media, the mass media are channels of collective dissemination while the group media are those that make direct communication possible between the sender and receiver of a message or content open with multiple language and allows participation, creative expression (Carrasco, 2004).

Theories of learning aim to describe the psychological and pedagogical processes that they have adopted in the theories of matter, the various theories help to understand, predict and control human behavior, in turn developing learning strategies and trying to explain how subjects access to knowledge (Martí Sala & Onrubia Goñi, 2007). Gage (1984), the theories of learning are necessary for understanding, the prediction of the learning process but this is not enough for didactics, in teaching theories it focuses on facilitating learning with the figure of the teacher educator who makes the role of mediator in the teaching-learning process, who plans and controls this process in order to the proposed goals. (Escribano González, 2004).Behavioral theories consider that learning is a change in the rate of occurrence or the form of behavior depending on the change of environments, cognitive theory emphasizes the acquisition of knowledge and mental structures and the processing of information and beliefs (Schunk DH, 1997).

The teaching-learning process is conceived as the space in which the main protagonist is the student and the teacher fulfills a role of facilitator of the learning processes. It is the students who build knowledge through reading, contributing their experiences and reflecting on them, exchanging their points of view with their classmates and the teacher (Zubiría Remy, 2004). The teaching-learning process is a series of procedures that the teacher must design to systematically advance the content of the class, through the construction of a learning environment (Serrano de Moreno, 2012). The concept of education is broader than that of teaching and learning, and has fundamentally a spiritual and moral sense, its object being the integral formation of the individual (Barbaro, 2007).Learning is of fundamental importance to man, since when he is born he is devoid of intellectual and motor means of adaptation. (Méndez, 2013).

Worldwide, Information and Communication Technology (ICT) promotes an impact on conventional methods of education, auguring the transformation of the teaching-learning process and the way in which teachers and students access knowledge and information; which leads to the educational system worldwide, they face the challenge of using Information Technology as a technological tool to impart new necessary knowledge that is required in the 21st century (Medina Marin, 2012). A didactic tool is the means by which knowledge or content is deposed or facilitated, with the intention of reaching Metacognition more easily. (Merchan Noyola, 2011).

Methods and Materials

An investigation with a phenomenological approach was carried out because it contains procedures and techniques to obtain reliable information with philosophical principles that the population under investigation knows. The research was carried out under a documentary bibliographic study because it is based on books, scientific articles, indexed journals, on reliable websites, which have relevant content, suitable editorial, publication dates, the same that served as a reference in the research process and according to the information found, the contents were based.

Only the original contributions were considered for the study, which were classified as original articles and books with their respective authors, the search and revision of the information was carried out in two stages, the first one, the data was acquired from the secretary of the Teaching career In Computer Science the same ones that served as the basis for the next phase, the second was through the survey carried out on all the students (72 students) of the aforementioned degree. The data was collected using a survey where the questions were recorded based on the learning acquired in the course of their third level academic period, a database was created in spss tool with which the descriptive analysis was performed and the results were obtained in tabular form.

For the reliability of the survey, the Cronbach's Alpha model was used, which gave me the following results:

Reliability analysis

Scale: ALL VARIABLES

Summary of case processing
N %
Cases Valid 72 100.0
Excluded to 0 0
Total 72 100.0
to. List deletion based on all procedure variables.
Reliability statistics
Cronbach's Alpha N of elements
, 654 10

Results and Discussion

Augmented reality is one of the technologies that helps enrich our perception of reality to connect the real world with the digital world (Sáinz Peña, 2011). Augmented reality has gone from being an emerging technology to one of the interactive design trends currently designed for smartphones, Mac, PC and web. (Mullen, 2012). The wide diffusion of mobile devices has enabled the rise of Augmented Reality, which seeks to superimpose graphic and textual information on the real world. (Martínez Ospina, Antonio J., & Romero, 2014)

The basic learning needs, both the didactic tools for learning and the basic contents are necessary for human beings to develop their capacities to improve the quality of life, make decisions, and continue learning (Sánchez Romero, 2013). Didactic tools belong to the technical objects with which the child gains practical experience at an early age, handling certain educational tools (Ullrich & Klante, 2004). The idea that technology is becoming transparent with use is currently accepted with the understanding that it is incorporated into everyday life, the rapid advances and technological changes make familiarity with communication tools and environments difficult (MECESUP, 2003).

The results obtained during the research is that if we apply a new learning strategy in the use of comic books in augmented reality as a didactic tool in the Computer Science Teaching Career, which will make it possible to use augmented reality easily, The potential of accessing digital information and complementing the physical world in real time, is how it was evidenced by the survey of the students of the aforementioned degree, as shown below:

Table 1: Augmented reality

Frequency Percentage Valid percentage Accumulated percentage
Valid Never 46 63.9 63.9 63.9
Sometimes 22 30.6 30.6 94.4
Always 4 5.6 5.6 100.0
Total 72 100.0 100.0

Author: Ponluisa E. 2016

Source: Computer Science Teaching students

In the Informatics Teaching Career, he is forced to change from traditional technological learning to technological learning with a vision for the future, the field of application of augmented reality is so wide that it will be the imagination that sets the limits in its development, based on the technique of a computer, smart phones and superimpose digital information on the physical world.

Table 3: Learning environments

Frequency Percentage Valid percentage Accumulated percentage
Valid Never 3 4.2 4.2 4.2
Sometimes 26 36.1 36.1 40.3
Always 43 59.7 59.7 100.0
Total 72 100.0 100.0

Author: Ponluisa E. 2016

Source: Computer Science Teaching students

Taking into account question three of the survey carried out on the students of the career of Teaching in Computer Science, is it necessary to incorporate augmented reality in learning environments? It can be clearly seen that education has to be about building new knowledge with its own discoveries based on learning acquired throughout its academic periods.

Table 9: Teaching material

Frequency Percentage Valid percentage Accumulated percentage
Valid Never fifteen 20.8 20.8 20.8
Sometimes 37 51.4 51.4 72.2
Always twenty 27.8 27.8 100.0
Total 72 100.0 100.0

Author: Ponluisa E. 2016

Source: Computer Science Teaching students

For the development of this question, the elaboration of technological didactic material was taken into account, it is important to highlight that before the information society in which we are living, it is necessary to incorporate learning strategies with technology and face reality, the tools Technological have become very indispensable for man in the process of his academic education.

Conclusions

  • A classroom must be made up of didactic units that include some pedagogical components made up of teachers and students, through objectives, content, instruments, didactic interaction and evaluation. Augmented reality serves as personalized interaction and communication that are very important in education between teacher and student for the development of activities, while the understanding is more effective and the construction of knowledge is consistent.The technological didactic tool can be used to stimulate learning in cooperation and collaboration with students in a fluid way that manages to guide the process of teaching, learning and meeting the objectives in each didactic unit.The development of activities with augmented reality in learning environments should attract student interest, and the technological teaching tool involves searching for new knowledge so that individual and group learning is achieved.

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Comic and augmented reality as didactic tools in computer teaching