STEAM Practices to Explore Ancient Architectures Using Augmented Reality and 3D Printing with GeoGebra
El Bedewy, S., Choi, K., Lavicza, Z., Fenyvesi, K., & Houghton, T. (2021). STEAM Practices to Explore Ancient Architectures Using Augmented Reality and 3D Printing with GeoGebra. Open Education Studies, 3(1), 176-187. https://doi.org/10.1515/edu-2020-0150
Published inOpen Education Studies
© 2021 the Authors
In this study, we develop mathematical educational practices for students to explore ancient buildings using GeoGebra, Augmented Reality and 3D printing. It is an interdisciplinary approach, intertwining history, culture, mathematics, and engineering. For example, the 3D modelling of Cheomseongdae in Korea and the Temple of Dendera in Egypt can enable students to practice a multimodal set of traditional and innovative learning approaches. Students might use their mathematical knowledge to reflect on architectural and cultural history in a modeling task.
PublisherWalter de Gruyter GmbH
Publication in research information system
MetadataShow full item record
Showing items with similar title or keywords.
Augmented Reality Applications : The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences Stangl B.; Ukpabi D.C.; Park S. (Springer, 2020)There is a rising amount of research contributing to the knowledgebase of Augmented Reality (AR) application usage. However, up until now there is no sound understanding about how the emotional perception of AR application ...
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games Elo, Jenny; Lintula, Juuli; Tuunanen, Tuure (University of Hawai'i at Manoa, 2021)This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction ...
Lavoye, Virginie; Mero, Joel; Tarkiainen, Anssi (Routledge, 2021)Driven by the rapid technological development and adoption of augmented reality (AR) in retail, academic research has grown rapidly. Our purpose is to understand the reasons why consumers use augmented reality in retail ...
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change : Qualitative Study Arjoranta, Jonne; Kari, Tuomas; Salo, Markus (JMIR Publications Inc., 2020)Background: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players' behaviors, there is limited knowledge about ...
Sirkkunen, Esa; Väätäjä, Heli; Uskali, Turo; Rezaei, Parisa Pour (Association for Computing Machinery (ACM), 2016)This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this ...