For decades, Mixed Reality (MR) has been gaining attention across various sectors, particularly in the realm of education. Its primary objective is to replicate objects and experiences that may be difficult, hazardous, or simply unattainable within the confines of a traditional classroom, like machinery, archeological remains, anatomy. . . Interestingly, while the development of 3D content has flourished, there has been a noticeable lack of parallel emphasis on the educational activities that, when combined with this content, create a comprehensive educational experience. This thesis work is part of a larger project called Mixed Reality in Education (MIRE), by Vodafone Italy, a company (FifthIngenium), HOC-LAB at Polimi, and a group of Alta Scuola Politecnica (ASP). MIRE aims to bridge this gap, by exploring the development of educational activities in MR, with a specific emphasis on supporting groups engaged in collaborative projects. The specific focus of this thesis work has been the design, implementation, and testing of one of the activities within his scenario: collaborative brainstorming. Functional requirements stipulate that the application should support discussions among multiple individuals (students) with a moderator (the instructor). As such, an application based on the concept of a "word cloud" was developed, where discussed elements are connected to spheres, with their relative size indicating the degree of agreement with that concept among participants. The application was implemented in Unity and deployed on several MR devices available in the market. The Word Cloud activity underwent usability and perceived effectiveness testing in two real-world contexts. Notably, the latest round of testing involved students and teachers in a real school context. The test results, in addition to confirming the usability of the application, indicated a positive reception by the intended users and a favorable perception of its utility. Since it’s an application designed to support learning, future developments include a broader and longer-term assessment of its educational impact. The results of the project were published as full paper at a major international conference.
Per decenni, la Realtà Mista (MR) si è diffusa in diversi settori, tra cui la formazione. È stata principalmente usata per replicare una serie di oggetti che potrebbero risultare pericolosi o impossibili da avere all’interno di ambienti scolastici, come macchinari, reperti archeologici, elementi anatomici… Tuttavia, mentre lo sviluppo di contenuti 3D è fiorito notevolmente, non c’è stata molta enfasi sullo sviluppo di attività didattiche che, combinate con i contenuti, creano un esperienza didattica completa. Il lavoro svolto per questa tesi è parte di un progetto più grande, intitolato Mixed Reality in Education (MIRE), che mira a colmare questo divario. L’obbiettivo principale di questo progetto è esplorare lo sviluppo di attività didattiche in MR, con un taglio specifico sul supportare gruppi impegnati in progetti collaborativi. Il focus specifico di questo lavoro di tesi è stato il design, l’implementazione e il test di una delle attività in questo scenario: il brainstorming collaborativo. Il requisito funzionale era supportare la discussione tra diversi individui (studenti) con un moderatore (l’insegnante). È stata sviluppata un’applicazione basata sul concetto di "word cloud", nella quale i concetti di cui si sta discutendo sono associati a delle sfere, le cui dimensioni relative rappresentano il grado di accordo sui concetti da parte dei partecipanti. L’applicazione è stata implementata in Unity e rilasciata per diversi dispositivi di MR disponibili sul mercato. L’attività Word Cloud è stata poi testata dal punto di vista dell’usabilità e dell’efficacia percepita in due contesti reali. In particolare, l’ultimo test è stato effettuato con studenti e insegnanti in un vero contesto scolastico. I risultati ottenuti, oltre ad aver confermato l’usabilità dell’applicazione, hanno indicato una accoglienza positiva da parte degli utenti finali e una percezione favorevole della sua utilità. Trattandosi di una applicazione creata per supportare l’apprendimento, gli sviluppi futuri includono una valutazione più ampia e a lungo termine del suo impatto educativo. I risultati sono stati presentati come “full paper” a una conferenza internazionale.
Supporting group-work in a mixed reality educational experience
SCAPOLAN, LEONARDO
2022/2023
Abstract
For decades, Mixed Reality (MR) has been gaining attention across various sectors, particularly in the realm of education. Its primary objective is to replicate objects and experiences that may be difficult, hazardous, or simply unattainable within the confines of a traditional classroom, like machinery, archeological remains, anatomy. . . Interestingly, while the development of 3D content has flourished, there has been a noticeable lack of parallel emphasis on the educational activities that, when combined with this content, create a comprehensive educational experience. This thesis work is part of a larger project called Mixed Reality in Education (MIRE), by Vodafone Italy, a company (FifthIngenium), HOC-LAB at Polimi, and a group of Alta Scuola Politecnica (ASP). MIRE aims to bridge this gap, by exploring the development of educational activities in MR, with a specific emphasis on supporting groups engaged in collaborative projects. The specific focus of this thesis work has been the design, implementation, and testing of one of the activities within his scenario: collaborative brainstorming. Functional requirements stipulate that the application should support discussions among multiple individuals (students) with a moderator (the instructor). As such, an application based on the concept of a "word cloud" was developed, where discussed elements are connected to spheres, with their relative size indicating the degree of agreement with that concept among participants. The application was implemented in Unity and deployed on several MR devices available in the market. The Word Cloud activity underwent usability and perceived effectiveness testing in two real-world contexts. Notably, the latest round of testing involved students and teachers in a real school context. The test results, in addition to confirming the usability of the application, indicated a positive reception by the intended users and a favorable perception of its utility. Since it’s an application designed to support learning, future developments include a broader and longer-term assessment of its educational impact. The results of the project were published as full paper at a major international conference.File | Dimensione | Formato | |
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2023_10_Scapolan_01.pdf
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Descrizione: Documento di tesi
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16.16 MB
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2023_10_Scapolan_02.pdf
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Descrizione: Extended Abstract / Executive Summary
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2.69 MB
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2.69 MB | Adobe PDF | Visualizza/Apri |
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https://hdl.handle.net/10589/211150