[ Classroom, Ubiquitous And Mobile Technologies Enhanced Learning ] (CUMTEL)

Public Shared Display Groupware in Classrooms for Supporting One-on-One Collaborative Learning

■ 現今的教室中,缺乏有效的顯示設備,以支援小組顯示組員的資訊,進行合作學習活動。本研究提出了一共同螢幕的群組軟體,使用共同螢幕來顯示組員資訊,提供共同的注視區域,促進組員互動並改善溝通模式。圖1為本研究進行時各組員利用共同螢幕討論課程的情形。

■ Traditional classroom are lack of effective display to support collaborative activities. Classroom space design with shared display groupware is proposed to enhance student's interaction and communication, as shown in Figure 1.

 

Vision-Based Game Space for Facilitating Full-body Learning

■ 本研究的目的主要是建構不同以往的遊戲互動模式,讓小朋友以肢體動作代替原本與電腦互動的滑鼠鍵盤裝置,發展出整個互動虛擬學習環境。使得孩子在與電腦互動過程中,操作學習物件上沒有負擔,希望藉此在進行合作學習的同時可以使學生能更融入學習的情境中。圖2為本研究所建置互動環境配置圖,學習者可以透過肢體的動作與電腦互動進行學習活動如圖3。

■ The study aims to develp an interaction mode to enable children to use body movement to communicate with computer, hoping to release children's congition load whlle operating learning object. Figure 2 and Figure respectively show the interactive environment and learning activity.

 

量角度,學習數學符號意義

■ 本研究所設計的角度學習活動,利用系統給予的量角器,學生依照前方大螢幕所指示的題目要求,用兩手張開的方式合作比出相對應的角度(圖4)。強調動作對應數學符號以及合作的重要性。本學習活動提供合作學習模式,讓學生可以在環場的環境下來進行合作學習。

■ The study emphasizes the relationship of math symbol and action. A student opens his two arms to meet the angle requirement from screen, as shown in Figure 4. The study also facilitate students to work collaboratively.