Skip navigation
  •  Inicio
  • UDC 
    • Cómo depositar
    • Políticas do RUC
    • FAQ
    • Dereitos de Autor
    • Máis información en INFOguías UDC
  • Percorrer 
    • Comunidades
    • Buscar por:
    • Data de publicación
    • Autor
    • Título
    • Materia
  • Axuda
    • español
    • Gallegan
    • English
  • Acceder
  •  Galego 
    • Español
    • Galego
    • English
  
Ver ítem 
  •   RUC
  • Escola Técnica Superior de Arquitectura
  • Investigacion (ETSAC)
  • Ver ítem
  •   RUC
  • Escola Técnica Superior de Arquitectura
  • Investigacion (ETSAC)
  • Ver ítem
JavaScript is disabled for your browser. Some features of this site may not work without it.

The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

Thumbnail
Ver/abrir
LopezChao_Vicente_2020_Limited_Effect_Graphic_Elements_Video_Augmented_Reality.pdf (1.473Mb)
Use este enlace para citar
http://hdl.handle.net/2183/36924
Atribución 3.0 España
A non ser que se indique outra cousa, a licenza do ítem descríbese como Atribución 3.0 España
Coleccións
  • Investigacion (ETSAC) [511]
Metadatos
Mostrar o rexistro completo do ítem
Título
The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension
Autor(es)
Del Río Guerra, Marta Sylvia
Garza Martínez, Garza Martínez
Martín-Gutiérrez, Jorge
López-Chao, Vicente
Data
2020-01-10
Cita bibliográfica
Del Río Guerra, M.S., Garza Martínez, A.E., Martin-Gutierrez, J. and López-Chao, V. (2020). Applied Sciences 10(2), 527. https://doi.org/10.3390/app10020527
Resumo
[Abstract] There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design.
Palabras chave
Listening comprehension
Augmented reality
Video
Education
Usability
 
Versión do editor
https://doi.org/10.3390/app10020527
Dereitos
Atribución 3.0 España
ISSN
2076-3417

Listar

Todo RUCComunidades e colecciónsPor data de publicaciónAutoresTítulosMateriasGrupo de InvestigaciónTitulaciónEsta colecciónPor data de publicaciónAutoresTítulosMateriasGrupo de InvestigaciónTitulación

A miña conta

AccederRexistro

Estatísticas

Ver Estatísticas de uso
Sherpa
OpenArchives
OAIster
Scholar Google
UNIVERSIDADE DA CORUÑA. Servizo de Biblioteca.    DSpace Software Copyright © 2002-2013 Duraspace - Suxestións