Mixed Reality (MR) is showing significant potential in the educational domain; however, existing applications remain largely limited to the reproduction of specific entities—such as objects that are difficult or hazardous to handle in real-life contexts—and to fixed content that cannot be easily adapted. This thesis proposes a novel approach to MR, not merely as a representational tool, but as a means to design customizable, activity-based learning experiences. This thesis adopts a novel perspective in which MR is not used merely to represent elements of the real world, but rather to create activity-based learning experiences that can be customized according to the users’ desired content. Specifically, it aims to support the memorization and consolidation of knowledge acquired during a pedagogically significant event in students’ educational experience: the school field trip. The developed application enables educators to create customized and reusable MR activities—such as 2D and 3D puzzles and quizzes—using content (images, videos, 3D models) collected by students during a school trip, with the aim of supporting memory retention through a gamified approach. The system is user-friendly, and the experience is fully customizable in terms of content, directly by the teachers. The application’s effectiveness was evaluated through two user studies with a total of 37 students. The results from a public demo and a focus group were positive, indicating that participants found the experience highly engaging, comfortable, easy to use, and educationally valuable. The findings demonstrate that a thoughtfully designed MR application can serve as an effective and playful tool for reinforcing memories and learning outcomes from cultural activities, overcoming common limitations of current educational MR applications providing a scalable and highly customizable application in the future.
La Realtà Mista (RM) sta mostrando un potenziale significativo in ambito educativo; tuttavia, le applicazioni esistenti rimangono in gran parte limitate alla riproduzione di entità specifiche—come oggetti difficili o complessi da maneggiare in contesti di vita reale—e a contenuti statici che non possono essere facilmente riadattati. Questa tesi propone un approccio innovativo alla RM, non semplicemente come strumento di rappresentazione, ma come mezzo per progettare esperienze di apprendimento personalizzabili e basate sulle attività. Questa tesi adotta una prospettiva innovativa in cui la RM non è utilizzata semplicemente per rappresentare elementi del mondo reale, ma piuttosto per creare esperienze di apprendimento basate sull’attività che possono essere personalizzate in base ai contenuti desiderati dagli utenti. Nello specifico, si propone di supportare la memorizzazione e il consolidamento delle conoscenze acquisite durante un evento pedagogicamente significativo nell’esperienza educativa degli studenti: la gita scolastica. L’applicazione sviluppata consente agli insegnanti di creare attività di RM personalizzate e riutilizzabili—come puzzle e quiz 2D e 3D—utilizzando contenuti (immagini, video, modelli 3D) raccolti dagli studenti durante una gita scolastica, con l’obiettivo di supportare la rievocazione della memoria attraverso un approccio giocoso. Il sistema è di facile utilizzo e l’esperienza è completamente personalizzabile in termini di contenuti, direttamente dai docenti. L’efficacia dell’applicazione è stata valutata attraverso due studi con un totale di 37 studenti. I risultati di una demo pubblica e di un focus group sono stati positivi, evidenziando che i partecipanti hanno trovato l’esperienza molto coinvolgente, confortevole, facile da usare ed educativamente valida. I risultati dimostrano che un’applicazione di RM progettata con cura può servire come strumento efficace e ludico per rafforzare i ricordi e i risultati di apprendimento derivanti da attività culturali, superando i limiti comuni delle attuali applicazioni educative di RM e fornendo in futuro un’applicazione scalabile e altamente personalizzabile.
Making memories stick: designing MR activities to reinforce learning
Saglimbeni, Matteo
2024/2025
Abstract
Mixed Reality (MR) is showing significant potential in the educational domain; however, existing applications remain largely limited to the reproduction of specific entities—such as objects that are difficult or hazardous to handle in real-life contexts—and to fixed content that cannot be easily adapted. This thesis proposes a novel approach to MR, not merely as a representational tool, but as a means to design customizable, activity-based learning experiences. This thesis adopts a novel perspective in which MR is not used merely to represent elements of the real world, but rather to create activity-based learning experiences that can be customized according to the users’ desired content. Specifically, it aims to support the memorization and consolidation of knowledge acquired during a pedagogically significant event in students’ educational experience: the school field trip. The developed application enables educators to create customized and reusable MR activities—such as 2D and 3D puzzles and quizzes—using content (images, videos, 3D models) collected by students during a school trip, with the aim of supporting memory retention through a gamified approach. The system is user-friendly, and the experience is fully customizable in terms of content, directly by the teachers. The application’s effectiveness was evaluated through two user studies with a total of 37 students. The results from a public demo and a focus group were positive, indicating that participants found the experience highly engaging, comfortable, easy to use, and educationally valuable. The findings demonstrate that a thoughtfully designed MR application can serve as an effective and playful tool for reinforcing memories and learning outcomes from cultural activities, overcoming common limitations of current educational MR applications providing a scalable and highly customizable application in the future.| File | Dimensione | Formato | |
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2025_07_Saglimbeni_Executive Summary_02.pdf
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Descrizione: Executive Summary della tesi
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364.75 kB
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2025_07_Saglimbeni_Thesis_01.pdf
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Descrizione: Testo della tesi
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6.13 MB
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6.13 MB | Adobe PDF | Visualizza/Apri |
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https://hdl.handle.net/10589/240743