- -

EDUKA: Design and development of an intelligent tutor and author tool for the personalised generation of itineraries and training activities in inmersive 3D and 360° educational environments

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

EDUKA: Design and development of an intelligent tutor and author tool for the personalised generation of itineraries and training activities in inmersive 3D and 360° educational environments

Mostrar el registro completo del ítem

Ruiz, M.; Mujika, I.; Arregi, A.; Aguirrezabal, P.; Custodio, D.; Pajares, M.; Gómez, J. (2023). EDUKA: Design and development of an intelligent tutor and author tool for the personalised generation of itineraries and training activities in inmersive 3D and 360° educational environments. International Journal of Production Management and Engineering. 11(1):31-42. https://doi.org/10.4995/ijpme.2023.18013

Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10251/191714

Ficheros en el ítem

Metadatos del ítem

Título: EDUKA: Design and development of an intelligent tutor and author tool for the personalised generation of itineraries and training activities in inmersive 3D and 360° educational environments
Autor: Ruiz, Maria Mujika, Idoia Arregi, Arantza Aguirrezabal, Pablo Custodio, David Pajares, Mikel Gómez, Judit
Fecha difusión:
Resumen:
[EN] Nowadays, Virtual and Augmented Reality have begun to be integrated in the educational field for the creation of immersive learning environments. This research presents the results of a project called EDUKA: Intelligent ...[+]
Palabras clave: Virtual Reality , Augmented Reality , Immersive 3D , Intelligent Tutor
Derechos de uso: Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
Fuente:
International Journal of Production Management and Engineering. (eissn: 2340-4876 )
DOI: 10.4995/ijpme.2023.18013
Editorial:
Universitat Politècnica de València
Versión del editor: https://doi.org/10.4995/ijpme.2023.18013
Agradecimientos:
We would like to thank the Basque Government for their support in the development of this project. Special thanks to the Economic Development, Sustainability and Environment Department.
Tipo: Artículo

References

Ainsworth, S., & Fleming, P. (2006). Evaluating authoring tools for teachers as instructional designers. Computers in human behavior, 22(1), 131-148. https://doi.org/10.1016/j.chb.2005.01.010

Billinghurst, M. (2002). Augmented reality in education. New horizons for learning, 12(5), 1-5.

Bossard, C., Kermarrec, G., Buche, C., & Tisseau, J. (2008). Transfer of learning in virtual environments: a new challenge?. Virtual Reality, 12(3), 151-161. https://doi.org/10.1007/s10055-008-0093-y [+]
Ainsworth, S., & Fleming, P. (2006). Evaluating authoring tools for teachers as instructional designers. Computers in human behavior, 22(1), 131-148. https://doi.org/10.1016/j.chb.2005.01.010

Billinghurst, M. (2002). Augmented reality in education. New horizons for learning, 12(5), 1-5.

Bossard, C., Kermarrec, G., Buche, C., & Tisseau, J. (2008). Transfer of learning in virtual environments: a new challenge?. Virtual Reality, 12(3), 151-161. https://doi.org/10.1007/s10055-008-0093-y

Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia tools and applications, 51(1), 341-377. https://doi.org/10.1007/s11042-010-0660-6

Caro, M.F., Josyula, D.P., & Jiménez, J.A. (2015). Multi-level pedagogical model for the personalization of pedagogical strategies in intelligent tutoring systems. Dyna, 82(194), 185-193. https://doi.org/10.15446/dyna.v82n194.49279

Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). A review of using Augmented Reality in Education from 2011 to 2016. Innovations in smart learning, 13-18. https://doi.org/10.1007/978-981-10-2419-1_2

Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. Using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575

Erümit, A.K., & Çetin, İ. (2020). Design framework of adaptive intelligent tutoring systems. Education and Information Technologies, 25(5), 4477-4500. https://doi.org/10.1007/s10639-020-10182-8

Estebanell, M., Ferrés, J., Cornell, P., & Codina, D. (2012). Realidad aumentada y códigos QR en educación. In Tendencias emergentes en educación con TIC (pp. 135-157). Espiral.

Freina, L., & Canessa, A. (2015). Immersive vs desktop virtual reality in game based learning. In European Conference on Games Based Learning (p. 195). Academic Conferences International Limited.

Gértrudix, M., Álvarez, S., Galisteo, A., del Carmen Gálvez, M., & Gértrudix, F. (2007). Acciones de diseño y desarrollo de objetos educativos digitales: programas institucionales. RUSC. Universities and Knowledge Society Journal, 4(1). https://doi.org/10.7238/rusc.v4i1.296

González, C., Vallejo, D., Albusac, J.A., & Castro, J.J. (2013). Realidad aumentada. Un enfoque práctico con ARTOolkit y Blender. Ciudad Real: Identic. Retrieved from: http://www.librorealidadaumentADA.com

Graesser, A.C., Chipman, P., Haynes, B.C., & Olney, A. (2005). AutoTutor: An intelligent tutoring system with mixedinitiative dialogue. IEEE Transactions on Education, 48(4), 612-618. https://doi.org/10.1109/TE.2005.856149

Hooshyar, D., Huang, Y.M., & Yang, Y. (2022). GameDKT: Deep knowledge tracing in educational games. Expert Systems with Applications, 196, 116670. https://doi.org/10.1016/j.eswa.2022.116670

Landers, R.N., & Callan, R.C. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399-423). Springer, London. https://doi.org/10.1007/978-1-4471-2161-9_20

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.

Papagiannakis, G., Singh, G., & Magnenat-Thalmann, N. (2008). A Survey of Mobile and Wireless Technologies for Augmented Reality Systems (Preprint). Naval postgraduate school monterey ca center for the study of mobile devices and communication. https://doi.org/10.1002/cav.221

Montero O'Farrill, J.L., & Herrero Tunis, E. (2008). Las herramientas de autor en el proceso de producción de cursos en formato digital. Pixel-Bit. Revista de Medios y Educación, 33, 59-72.

Munz, U., Schumm, P., Wiesebrock, A., & Allgower, F. (2007). Motivation and learning progress through educational games. IEEE Transactions on Industrial Electronics, 54(6), 3141-3144. https://doi.org/10.1109/TIE.2007.907030

Resnick, M., Myers, B., Nakakoji, K., Shneiderman, B., Pausch, R., Selker, T., & Eisenberg, M. (2005). Design principles for tools to support creative thinking.

Sánchez, J. (2003). Producción de aplicaciones multimedia por docentes. Pixel-Bit. Revista de Medios y Educación, 21, 85-98.

Staretu, I. (2012). Aspects Regarding the Connections Between Classical Engineering and Virtual Engineering.

Tsekhmister, Y.V., Kotyk, T.M., Matviienko, Y.S., Rudenko, Y.A., & Ilchuk, V.V. (2022). La efectividad de la tecnología de realidad aumentada en la educación STEAM. Apuntes Universitarios, 12(1), 250-267. https://doi.org/10.17162/au.v11i5.932

Vacchetti, L., Lepetit, V., Ponder, M., Papagiannakis, G., Fua, P., Thalmann, D., & Thalmann, N.M. (2004). A stable realtime AR framework for training and planning in industrial environments. Virtual and Augmented Reality Applications in Manufacturing, 129-145. https://doi.org/10.1007/978-1-4471-3873-0_8

Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".

[-]

recommendations

 

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro completo del ítem