Diseño e implementación de espacios distribuidos de aprendizaje colaborativo mediante la utilización de grandes superficies interactivas y elementos tangibles
[EN] The development of technology has undoubtedly impacted positively in the educational process, mainly by offering new forms of access, organization and understanding of information, and new ways of communication between students and teachers to facilitate the implementation of educational paradi...
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| Tipo de recurso: | tesis doctoral |
| Fecha de publicación: | 2016 |
| País: | España |
| Institución: | Universitat Politècnica de València (UPV) |
| Repositorio: | RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
| Idioma: | español |
| OAI Identifier: | oai:riunet.upv.es:10251/63269 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/63269 |
| Access Level: | acceso abierto |
| Palabra clave: | Interfaces Naturales Superficies Digitales Interactivas Tabletops Interfaces Tangibles Espacios de Trabajo Colaborativo Espacios de Realidad Mezclada Aprendizaje Colaborativo Realidad Aumentada EXPRESION GRAFICA EN LA INGENIERIA |
| Sumario: | [EN] The development of technology has undoubtedly impacted positively in the educational process, mainly by offering new forms of access, organization and understanding of information, and new ways of communication between students and teachers to facilitate the implementation of educational paradigms based on constructivism and collaborative learning. However, at the same time technology can result in a barrier in the teaching / learning process, since it can create interferences in it. In response to this problem, this thesis aims to provide new solutions based on the use of Natural User Interfaces, which allows exploiting the potential of technology in the educational process, maximum avoiding any interference in it. In the search for a solution, it was decided to explore solutions based on the use of interactive digital surfaces, also known as "tabletop" systems. This type of devices provides a natural interface through which users can interact with the system via gestures with his hands. This type of system is suitable for collaborative learning tasks, by allowing simultaneous work of several students around the device, providing a "face to face" communication way between them. Although this type of devices have previously been used in educational environments, their integration in the classroom has not been transparent enough, which still generates interferences in the educational process. In this sense, one of the main objectives of the thesis has been to integrate this type of technology in the classroom ubiquitously. For this task, systems that allow to implement mixed reality space, a subset of the broader concept of ubiquitous computing, which allows integration of technology in the classroom, but making it go unnoticed. Additionally, it has been developed and evaluated an architecture that allows the extension of the collaborative workspaces, that are established between students locally around an interactive digital surface, in a distributed model that allows the interconnection of different devices, which can be found in remote locations. Unlike other solutions, this technology allows designing complex schemes of classroom orchestration in a natural and simply way, hiding the complexity of the system both to students and teachers. Regarding to this, in order to simplify the processes of handling and exchange of information between the different working groups, the system was provided with interaction capacity meanwhile the use of tangible information handlers. In parallel, we developed a novel method and technology that allows the use of passive elements on tangible handlers over digital interactive surfaces implemented with optical frames technology. Furthermore, in order to achieve the maximum simplification in the information management processes, the system has been provided with multiple pathways for the addition of new contents, contributing to the generation of Blended Spaces. In this way, following a BYOD ("Bring Your Own Device") strategy, the system allows the use of any smartphone or similar device, to add new information to the digital space. Finally, a remarkable aspect of the thesis is that previous systems have been rigorously evaluated on numerous real educational contexts, from the point of view of three parameters: efficiency, motivation and usability. |
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