Given the constant evolution of the world and society, it is natural to expect education to evolve accordingly. Over the centuries, there have been numerous changes in how we teach and learn, shifting from oral tradition to the integration of digital technologies. Augmented Reality (AR), in particular, has proven to be an effective tool for enhancing the learning process, facilitating understanding of complex concepts through an experiential approach, and, as a result, actively engaging students. The importance of this technology becomes even more evident when considering STEM (Science, Technology, Engineering, and Mathematics) subjects, often characterized by abstract and theoretical principles, which, at the same time, have concrete and significant applications in everyday life and in the development of today’s society. In this context, integrating augmented reality can make these concepts more accessible and intuitive, simplifying comprehension and assimilation. These observations led to the development of HOW PLANES FLY, an educational experience in augmented reality focused on the world of aviation. By combining a printed booklet with an AR application, the project aims to introduce young students to the physical and engineering principles that make flight possible, offering an engaging and stimulating educational activity based on active participation and direct interaction with the content. By scanning the markers in the booklet, students can activate five augmented reality learning bites and explore how lift is generated, how an aircraft is controlled, and which cockpit instruments pilots use. Learning is achieved not only by listening to audio explanations and viewing animated 3D models, but also by completing quizzes and mini-games available at the end of each activity. This thesis is not limited to the design and prototyping of the experience but aims to understand whether a tool such as HOW PLANES FLY can effectively support traditional teaching, increasing student engagement and interest. Several user testing sessions were therefore conducted at two schools to collect data on learning performance and overall perceptions of the experience.
Data la continua evoluzione del mondo e della società, è naturale ritenere che anche l’istruzione si sviluppi allo stesso modo; nel corso dei secoli, infatti, sono avvenuti vari cambiamenti nel modo di insegnare e imparare, passando dalla tradizione orale all’integrazione delle tecnologie digitali. La Realtà Aumentata (AR), in particolare, si è dimostrata uno strumento efficace per arricchire il processo di apprendimento, favorendo la comprensione di concetti complessi attraverso un approccio esperienziale e, di conseguenza, un coinvolgimento attivo degli studenti. Il contributo di questa tecnologia diventa ancor più rilevante se si considerano le discipline STEM (Science, Technology, Engineering and Mathematics), caratterizzate da fenomeni spesso astratti e teorici, ma al contempo con applicazioni concrete e significative nella vita quotidiana e nello sviluppo della società contemporanea. In questo contesto, l’integrazione della realtà aumentata può contribuire a rendere queste materie più accessibili e intuitive, facilitandone la comprensione e l’assimilazione. Da queste considerazioni nasce il progetto HOW PLANES FLY, un’esperienza educativa in realtà aumentata dedicata al mondo del volo. Attraverso l’integrazione di un fascicolo cartaceo con un’applicazione in AR, il progetto si propone di avvicinare giovani studenti ai principi fisici e ingegneristici che regolano il volo, offrendo un’attività didattica coinvolgente e stimolante, basata sulla partecipazione attiva e sull’interazione diretta con i contenuti. Attraverso la scansione dei marker presenti nel fascicolo, gli studenti possono attivare cinque learning bites in Realtà Aumentata e scoprire come si genera la portanza, come si controlla un velivolo e quali strumenti di bordo utilizzano i piloti. L’apprendimento avviene non solo attraverso l’ascolto di spiegazioni audio e la visione di modelli 3D animati, ma anche tramite il completamento di quiz e minigiochi presenti al termine di ogni attività. Questa tesi non si limita alla progettazione e alla prototipazione dell’esperienza, ma mira a comprendere se uno strumento come HOW PLANES FLY possa affiancare efficacemente l’insegnamento tradizionale, aumentando il coinvolgimento e l’interesse degli studenti. Diverse sessioni di user testing sono state quindi effettuate presso due istituti scolastici, con l’obiettivo di raccogliere dati sulle performance di apprendimento e sulla percezione complessiva dell’esperienza.
How planes fly : design and development of an educational AR application on flight
Volpi, Veronica
2024/2025
Abstract
Given the constant evolution of the world and society, it is natural to expect education to evolve accordingly. Over the centuries, there have been numerous changes in how we teach and learn, shifting from oral tradition to the integration of digital technologies. Augmented Reality (AR), in particular, has proven to be an effective tool for enhancing the learning process, facilitating understanding of complex concepts through an experiential approach, and, as a result, actively engaging students. The importance of this technology becomes even more evident when considering STEM (Science, Technology, Engineering, and Mathematics) subjects, often characterized by abstract and theoretical principles, which, at the same time, have concrete and significant applications in everyday life and in the development of today’s society. In this context, integrating augmented reality can make these concepts more accessible and intuitive, simplifying comprehension and assimilation. These observations led to the development of HOW PLANES FLY, an educational experience in augmented reality focused on the world of aviation. By combining a printed booklet with an AR application, the project aims to introduce young students to the physical and engineering principles that make flight possible, offering an engaging and stimulating educational activity based on active participation and direct interaction with the content. By scanning the markers in the booklet, students can activate five augmented reality learning bites and explore how lift is generated, how an aircraft is controlled, and which cockpit instruments pilots use. Learning is achieved not only by listening to audio explanations and viewing animated 3D models, but also by completing quizzes and mini-games available at the end of each activity. This thesis is not limited to the design and prototyping of the experience but aims to understand whether a tool such as HOW PLANES FLY can effectively support traditional teaching, increasing student engagement and interest. Several user testing sessions were therefore conducted at two schools to collect data on learning performance and overall perceptions of the experience.| File | Dimensione | Formato | |
|---|---|---|---|
|
2026_03_Volpi.pdf
accessibile in internet solo dagli utenti autorizzati
Descrizione: Testo della tesi
Dimensione
70.7 MB
Formato
Adobe PDF
|
70.7 MB | Adobe PDF | Visualizza/Apri |
I documenti in POLITesi sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/10589/250859