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Design and Implementation of Physical Computing Education Content based on Augmented Reality

첫 페이지 보기
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) 바로가기
  • 간행물
    International Journal of Internet, Broadcasting and Communication 바로가기
  • 통권
    Vol.14 No.4 (2022.11)바로가기
  • 페이지
    pp.198-205
  • 저자
    So-Young Kim, Eunmi Jung, Heesun Kim
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A421047

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원문정보

초록

영어
Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

목차

Abstract
1. Introduction
2. Related studies
2.1 Physical computing hardware
2.2 Augmented Reality (AR)
3. Design of augmented reality content for physical computing
3.1 Design of Arduino education contents using AR
3.2 Content components for learning physical computing
4. Development of augmented reality contents for physical computing
5. Conclusion
References

키워드

AR (Augmented Reality) Educational Content Physical Computing 3D animation

저자

  • So-Young Kim [ Instructor, Division of Liberal Arts, Andong National University, Korea ]
  • Eunmi Jung [ Professor, SW Convergence Education Center, Andong National University, Korea ]
  • Heesun Kim [ Professor, Department of AI Convergence, Andong National University, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • 설립연도
    2000
  • 분야
    공학>전자/정보통신공학
  • 소개
    인터넷방송, 인터넷 TV , 방송 통신 네트워크 및 관련 분야에 대한 국내는 물론 국제적인 학술, 기술의 진흥발전에 공헌하고 지식 정보화 사회에 기여하고자 한다.

간행물

  • 간행물명
    International Journal of Internet, Broadcasting and Communication
  • 간기
    계간
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 수록기간
    2009~2025
  • 십진분류
    KDC 326 DDC 380

이 권호 내 다른 논문 / International Journal of Internet, Broadcasting and Communication Vol.14 No.4

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