DIGITAL LIBRARY
INTERACTION DESIGN SYSTEM FOR MULTI-DIMENSION EXPERIENCE IN LEARNING BOTANY BY A TECHNOLOGICAL TOOL APPLICATION (APP) AND AUGMENTED REALITY
Universidad Nacional de Colombia (COLOMBIA)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 2120-2126
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.1478
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
Currently teaching methodologies in any field are migrating to the application of information and communication technologies (ICT) as they are changing our world view and changing patterns of access to knowledge and interpersonal interaction. The rapid growth of technology and digital media has become a major part of the environment and current life of society, with the use of technology both in the workplace, educational, social and cultural spheres. (Lévy, 2007); the use of devices interaction enhances teaching methods and reduce the time required for the appropriation of knowledge, allowing instill in students an experiential learning. At the Universidad Nacional de Colombia, a research project was developed to meet, through a preliminary analysis by the method of survey and field observation, current behaviors and methodologies of the class of Botany, to propose a communication system student-professor through technology and augmented reality mobile application. As a result of this analysis found the opportunity to implement technologies to the multi-dimension experience of the class of Botany, which is a subject that involves all the senses for species identification; strategies teaching these courses have traditionally focused on rote learning, students exercise a passive role, "Learning without education is a common activity in our lives and what is worse, teaching without learning." Pozo (2008).

The methodology applied in the development of this project is exploratory and is based on industrial design methods; begins with an investigation of existing technologies; tests and approach are conducted through surveys and user panel for preliminary analysis; the data are analyzed to meet the needs of the student and teacher throwing the design requirements and production to develop a conceptual proposal of communication and interaction, this was assessed through a survey with a Likert scale with 20 students in general botany, which measures the interaction, experience and acceptance of the application by users. The communication system developed consists of an application that presents information plants headquarters Palmira Universidad Nacional de Colombia through a reading code that activates the application and allows a guided interaction, presenting basic data on the species (family, scientific name, morphological and histological description), the application has a link augmented reality providing an exploratory search where the user can watch videos, Street view, traveling inside a micro zoom or macro plant (allows observe the inner bark and root); also the user can share on social networks the results of the field trip. The 85% of students said the tool is a facilitator in class, proposing concepts to be communicated through, post-test tool with students, and an expert panel was made with 7 botanical knowledgeable in pedagogy providing contributions to the methodology and specifications in the information transmitted by the application. With this research the importance of contributing to a paradigm shift in the methodology of teaching and learning of Botany, where learning is active and meaningful, user-centric with the implementation of ICT for effective and assertive development is recognized involving the use of social networks as an enhancer and multiplier of experience.
Keywords:
Learning, augmented reality, application, experience, gamification.