Augmented reality (AR) is rapidly emerging as an increas- ingly useful technology in educational settings. In the ARETE (Aug- mented Reality Interactive Educational System) H2020 project, consor- tium members designed and implemented an ecosystem aimed at sup- porting teachers in building a collaborative learning environment through the use of AR in order to improve educational experiences. In particu- lar, one of the pilot projects aims to introduce AR into school behavior lessons for the first time, leveraging the Positive Behaviour Interven- tion and Support (PBIS) methodology. Specifically, in this paper we will discuss the proposed architecture within the ARETE project that incorporates AR technology into the learning process of behavior lessons to support the teaching, practice and reinforcement phases of expected behaviors. Through the combination of different technologies and sys- tems, it is possible to create an example of a technological and innovative ecosystem designed for creating behavioral lessons in AR.
The ARETE Ecosystem for the Creation and Delivery of Open Augmented Reality Educational Resources: The PBIS Case Study
Mariella Farella;Marco Arrigo;Crispino Tosto;Luciano Seta;Antonella Chifari;Paola Denaro;Doriana Dhrami;Giuseppe Chiazzese
2023
Abstract
Augmented reality (AR) is rapidly emerging as an increas- ingly useful technology in educational settings. In the ARETE (Aug- mented Reality Interactive Educational System) H2020 project, consor- tium members designed and implemented an ecosystem aimed at sup- porting teachers in building a collaborative learning environment through the use of AR in order to improve educational experiences. In particu- lar, one of the pilot projects aims to introduce AR into school behavior lessons for the first time, leveraging the Positive Behaviour Interven- tion and Support (PBIS) methodology. Specifically, in this paper we will discuss the proposed architecture within the ARETE project that incorporates AR technology into the learning process of behavior lessons to support the teaching, practice and reinforcement phases of expected behaviors. Through the combination of different technologies and sys- tems, it is possible to create an example of a technological and innovative ecosystem designed for creating behavioral lessons in AR.File | Dimensione | Formato | |
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