Realidade aumentada na educação: plataforma online de experimentos didáticos
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Esta pesquisa teve como objetivo desenvolver uma plataforma online de experimentos didáticos com realidade aumentada, visando o compartilhamento de práticas imersivas que possam contribuir para a formação de estudantes do ensino técnico do eixo tecnológico de gestão e negócios. A pesquisa se justificou ao destacar a inovação em sala de aula e a integração de tecnologias, com um enfoque prático junto aos estudantes, favorecendo um ambiente de aprendizagem dinâmico e interativo. Classificou-se como uma pesquisa participante, que utilizou para coleta de dados instrumentos como o diário de campo, o questionário e o grupo focal. A pesquisa foi realizada com os estudantes do curso Técnico em Administração em uma instituição de ensino do sistema S. Foram realizados três experimentos didáticos utilizando o software Metaverse Studio para criar experiências de Realidade Aumentada (RA) baseadas em storyboards. O propósito desses experimentos foi estabelecer um ambiente de aprendizagem dinâmico e adaptável, integrando imagens 2D ativadas por marcadores e comandos sequenciais. Por meio da interação com dispositivos móveis em superfícies sólidas, os alunos receberam informações e instruções em RA, facilitando assim sua compreensão. Os resultados revelaram convergência quanto aos benefícios da RA para a aprendizagem, destacando melhorias na compreensão, engajamento e eficácia do aprendizado. Além disso, foram identificadas sugestões para melhorias, como disponibilização de equipamentos e instruções mais claras. Contudo, houve divergências nas experiências dos participantes e nas dificuldades operacionais enfrentadas, sugerindo a necessidade de considerar esses aspectos para o desenvolvimento futuro da plataforma de RA. Em suma, os resultados indicam que a RA pode ser uma ferramenta eficaz para complementar a formação dos estudantes da Educação Profissional e Tecnológica, desde que os desafios identificados sejam abordados adequadamente.
This research project aimed to develop an online platform for didactic experiments using augmented reality, focusing on sharing immersive practices that can contribute to the education of students in the technical field of management and business. The research was justified by emphasizing innovation in the classroom and the integration of technologies, with a practical approach alongside students, fostering a dynamic and interactive learning environment. It was classified as participatory research that employed instruments such as field diaries, questionnaires, and focus groups for data collection. The research was conducted with students enrolled in the Administration Technician course at an educational institution within the S system. Three didactic experiments were carried out using Metaverse Studio software to create augmented reality (AR) experiences based on storyboards. The purpose of these experiments was to establish a dynamic and adaptable learning environment by integrating 2D images activated by markers and sequential commands. Through interaction with mobile devices on solid surfaces, students received information and instructions in AR, facilitating their understanding. Results revealed convergence regarding the benefits of AR for learning, highlighting improvements in comprehension, engagement, and learning effectiveness. Additionally, suggestions for improvements were identified, such as providing equipment and clearer instructions. However, there were divergences in participants' experiences and operational difficulties encountered, suggesting the need to address these aspects for the future development of the AR platform. In summary, the results indicate that AR can be an effective tool to complement the education of students in Vocational and Technological Education, provided that the identified challenges are adequately addressed.
This research project aimed to develop an online platform for didactic experiments using augmented reality, focusing on sharing immersive practices that can contribute to the education of students in the technical field of management and business. The research was justified by emphasizing innovation in the classroom and the integration of technologies, with a practical approach alongside students, fostering a dynamic and interactive learning environment. It was classified as participatory research that employed instruments such as field diaries, questionnaires, and focus groups for data collection. The research was conducted with students enrolled in the Administration Technician course at an educational institution within the S system. Three didactic experiments were carried out using Metaverse Studio software to create augmented reality (AR) experiences based on storyboards. The purpose of these experiments was to establish a dynamic and adaptable learning environment by integrating 2D images activated by markers and sequential commands. Through interaction with mobile devices on solid surfaces, students received information and instructions in AR, facilitating their understanding. Results revealed convergence regarding the benefits of AR for learning, highlighting improvements in comprehension, engagement, and learning effectiveness. Additionally, suggestions for improvements were identified, such as providing equipment and clearer instructions. However, there were divergences in participants' experiences and operational difficulties encountered, suggesting the need to address these aspects for the future development of the AR platform. In summary, the results indicate that AR can be an effective tool to complement the education of students in Vocational and Technological Education, provided that the identified challenges are adequately addressed.
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VIEIRA, Jaime Elias. Realidade aumentada na educação: plataforma online de experimentos didáticos. 2024. Dissertação (Mestrado Profissional em Educação Profissional e Tecnológica em Rede Nacional (ProfEPT)) – Instituto Federal de Santa Catarina, Florianópolis, 2024.
