D 2024

Across the Planets - Playful Approach for Learning the Shortest Path Algorithm for Graphs in Augmented Reality

STANKO, Viktoryia a Simone KRIGLSTEIN

Základní údaje

Originální název

Across the Planets - Playful Approach for Learning the Shortest Path Algorithm for Graphs in Augmented Reality

Autoři

STANKO, Viktoryia a Simone KRIGLSTEIN

Vydání

Tampere, Finland, 27th International Academic Mindtrek Conference, ACADEMIC MINDTREK 2024, od s. 225-229, 5 s. 2024

Nakladatel

Association for Computing Machinery

Další údaje

Jazyk

angličtina

Typ výsledku

Stať ve sborníku

Obor

10201 Computer sciences, information science, bioinformatics

Stát vydavatele

Spojené státy

Utajení

není předmětem státního či obchodního tajemství

Forma vydání

elektronická verze "online"

Označené pro přenos do RIV

Ano

Kód RIV

RIV/00216224:14330/24:00139557

Organizační jednotka

Fakulta informatiky

ISBN

979-8-4007-1823-6

EID Scopus

Klíčová slova anglicky

Augmented Reality; Educational Games; Game User Research; Visualization

Příznaky

Mezinárodní význam, Recenzováno
Změněno: 3. 4. 2025 23:59, RNDr. Pavel Šmerk, Ph.D.

Anotace

V originále

Nowadays, a diverse array of technologies are used to help students learn in different ways, and augmented reality (AR) stands out as a notable example. AR proves especially beneficial for visualizing concepts more effectively in 3D (three-dimensional) space compared to traditional 2D (two-dimensional) planes. To make the learning process more entertaining, it can be visualized in the form of a game concept. This paper explores the idea of how augmented reality can assist students in learning graph algorithms, specifically learning the algorithm for finding the shortest path in a graph by using visualization playfully. To determine this, a game approach for mobile devices was implemented with the help of the Unity engine that includes three versions of the game: 1) an AR version with 3D graph models, 2) an AR version with 2D graph models, and 3) a non-AR version of the graph models. Subsequently, a user study was conducted to assess the engaging of this approach with 20 participants.

Návaznosti

GF22-06357L, projekt VaV
Název: Vis4Schools: Podpora gramotnosti vizualizace informací ve školách
Investor: Grantová agentura ČR, Vis4Schools: Fostering Information Visualization Literacy in Schools, Partnerská agentura (Rakousko)