增强现实儿童识字卡片设计研究

魏佳滨, 罗立宏, 汤晓颖, 杨娟

包装工程(设计栏目) ›› 2022, Vol. 43 ›› Issue (14) : 311-319, 382.

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包装工程(设计栏目) ›› 2022, Vol. 43 ›› Issue (14) : 311-319, 382. DOI: 10.19554/j.cnki.1001-3563.2022.14.038

增强现实儿童识字卡片设计研究

  • 魏佳滨, 罗立宏, 汤晓颖, 杨娟
作者信息 +

Design of Children's Literacy Cards with Augmented Reality

  • WEI Jia-bin, LUO Li-hong, TANG Xiao-ying, YANG Juan
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文章历史 +

摘要

目的 研究增强现实(简称AR)儿童识字卡片的设计方法,促进儿童识字教育产品的创新发展。方法 对识字教育产品设计现状、VR/AR技术在儿童教育领域的研究现状进行梳理,分析AR技术应用于儿童教育的特性及优势,并结合儿童群体特征和科学识字早期相关研究对设计策略进行探讨,结合情境学习理论,以“恐龙”主题识字卡片设计为例,研究AR识字卡片的设计方法:通过多维度的功能设计、能渲染情境认知氛围的卡片设计、逼真有趣的三维模型和动画,以及情智交融的交互设计,构建出有助于儿童学习的AR情境,从而提高儿童的学习兴趣,增强学习效果。结果 得到了能融合AR情景的儿童识字卡片设计方法,并使用Unity三维引擎和Vuforia插件进行了设计验证。结论 设计实例能引导孩子主动学习,可以达到增强其学习效果的目的,不仅为同类儿童教育类产品的设计提供了参考,也为互动媒体技术背景下的儿童教育提供了更多可能。

Abstract

This paper aims to explore the design method of Augmented Reality (AR) children's literacy cards and promote the innovative development of children's literacy education products. This paper firstly sorts out the status quo of literacy education product design and the research status of VR/AR technology in the field of children's education, secondly analyzes the characteristics and advantages of AR technology when it is applied to children's education. It also discusses design strategies based on the characteristics of the children's group and related research on early scientific literacy. Therefore, this paper takes the design of osaurs" themed literacy cards as an example to study the design methods of AR literacy cards. The cards are designed through functional design that is multidimensional, card design that can render contextual cognitive atmosphere, realistic and interesting three-dimensional models and animations, as well as the interactive design that considers emotion and intelligence. At last the cards are succeeded in constructing AR situations and it is not beyond their capacity to increase children's learning interest and enhance their learning effects. This paper obtained a design method for children's literacy cards that can integrate AR situations, and used the Unity 3D engine and Vuforia plug-in to verify the design method. In conclusion, this design example can encourage children to learn actively and achieve the purpose of enhancing their learning effects. The article not only provides an example for the design of similar children's education products, but also explores more possibilities for children's education in the context of interactive media technology.

关键词

增强现实;情境学习;AR识字卡片;主动学习

Key words

Augmented Reality; situated learning; AR literacy cards; active learning

引用本文

导出引用1
魏佳滨, 罗立宏, 汤晓颖, 杨娟. 增强现实儿童识字卡片设计研究[J]. 包装工程. 2022, 43(14): 311-319, 382 https://doi.org/10.19554/j.cnki.1001-3563.2022.14.038
WEI Jia-bin, LUO Li-hong, TANG Xiao-ying, YANG Juan. Design of Children's Literacy Cards with Augmented Reality[J]. Packaging Engineering. 2022, 43(14): 311-319, 382 https://doi.org/10.19554/j.cnki.1001-3563.2022.14.038

基金

教育部人文社科项目“基于VR/AR的历史文化展览沉浸式可视化叙事构架研究”(20YJAZH073);“数字化背景下博物馆交互叙事美学研究”阶段成果(20YJA760070)

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