Across the Planets - Playful Approach for Learning the Shortest Path Algorithm for Graphs in Augmented Reality
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F24%3A00139557" target="_blank" >RIV/00216224:14330/24:00139557 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.1145/3681716.3689439" target="_blank" >http://dx.doi.org/10.1145/3681716.3689439</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1145/3681716.3689439" target="_blank" >10.1145/3681716.3689439</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Across the Planets - Playful Approach for Learning the Shortest Path Algorithm for Graphs in Augmented Reality
Popis výsledku v původním jazyce
Nowadays, a diverse array of technologies are used to help students learn in different ways, and augmented reality (AR) stands out as a notable example. AR proves especially beneficial for visualizing concepts more effectively in 3D (three-dimensional) space compared to traditional 2D (two-dimensional) planes. To make the learning process more entertaining, it can be visualized in the form of a game concept. This paper explores the idea of how augmented reality can assist students in learning graph algorithms, specifically learning the algorithm for finding the shortest path in a graph by using visualization playfully. To determine this, a game approach for mobile devices was implemented with the help of the Unity engine that includes three versions of the game: 1) an AR version with 3D graph models, 2) an AR version with 2D graph models, and 3) a non-AR version of the graph models. Subsequently, a user study was conducted to assess the engaging of this approach with 20 participants.
Název v anglickém jazyce
Across the Planets - Playful Approach for Learning the Shortest Path Algorithm for Graphs in Augmented Reality
Popis výsledku anglicky
Nowadays, a diverse array of technologies are used to help students learn in different ways, and augmented reality (AR) stands out as a notable example. AR proves especially beneficial for visualizing concepts more effectively in 3D (three-dimensional) space compared to traditional 2D (two-dimensional) planes. To make the learning process more entertaining, it can be visualized in the form of a game concept. This paper explores the idea of how augmented reality can assist students in learning graph algorithms, specifically learning the algorithm for finding the shortest path in a graph by using visualization playfully. To determine this, a game approach for mobile devices was implemented with the help of the Unity engine that includes three versions of the game: 1) an AR version with 3D graph models, 2) an AR version with 2D graph models, and 3) a non-AR version of the graph models. Subsequently, a user study was conducted to assess the engaging of this approach with 20 participants.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/GF22-06357L" target="_blank" >GF22-06357L: Vis4Schools: Podpora gramotnosti vizualizace informací ve školách</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
27th International Academic Mindtrek Conference, ACADEMIC MINDTREK 2024
ISBN
9798400718236
ISSN
—
e-ISSN
—
Počet stran výsledku
5
Strana od-do
225-229
Název nakladatele
Association for Computing Machinery
Místo vydání
Tampere, Finland
Místo konání akce
Tampere, Finland
Datum konání akce
1. 1. 2024
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
001349553200021