How Parents Read an AR Book with Their Children:The Role of Gender and Educational Background

来源 :The 20th Global Chinese Conference on Computer in Education | 被引量 : 0次 | 上传用户:cqccc01
下载到本地 , 更方便阅读
声明 : 本文档内容版权归属内容提供方 , 如果您对本文有版权争议 , 可与客服联系进行内容授权或下架
论文部分内容阅读
  Researchers have been paid attention to parents' attitudes toward or perceptions of their children's learning with information and communication technology(ICT)for the past few years.With regard to the prospective technology such as augmented reality(AR),the studies on examining the role of parents in their children AR learning were still limited.This study was therefore conducted for understanding what strategies parents may utilize when they read an AR book with their children.Moreover,the roles of gender and educational background in parents' strategies to read with their children were also examined.90 pairs of parents and children were invited to participate in an AR book reading activity held by this study; and all of the parents were interviewed when the learning activity finished.According to the results generated by phenomenographic method,two major categories(i.e.,surface and deep)for revealing the strategies that parents used to read the AR book with their children were found.Furthermore,the findings also indicated that,compared with the female parents,the male parents tended to use deep strategies(e.g.,questioning,guiding,or discussing)to interact with their children when engaging in AR learning.Although the relationships between the parents' educational degree and their reading strategies were not significant,to some extent,a tendency can be observed is that the parents with higher education degree tended to apply deep strategies.More exploration of the role of male parents in their children' AR learning was suggested in future work.
其他文献
  This paper reports on an exploratory study with the aim of proposing and piloting a new rubric entitled Meaningful TPACK Lesson Rubric(MTLR)with the aim of
会议
  本篇論文主要透過檢驗一些設計準則以及情境脈絡,來探索如何將興趣融入到學習之中。我們針對這個研究議題及挑戰有一些初步的討論,並透過反覆的過程來探討「趣創者理論」研
会议
  一群亞洲研究者正在合作嘗試建構「趣創者理論」。希望透過這個理論,提供未來數位學習領域一個宏觀的設計理論。趣創者理論把學習看為創造,學習者為創造者,學習產出為創造品
会议
  「趣創者任務小組」由一批亞洲教育研究者組成,其任務為共同探討並提出一個稱為「興趣驅動創造者」的學習設計理論(簡稱為「趣創者理論」)。希望透過這個理論持續探索,引導
会议
  數位科技應用於教學中,打破傳統教師與學生的單向互動模式,發展出更多元以及豐富的教學環境。然而,多數的數位導入國文教學之相關研究,鮮少針對高職國文加以探討。本研究預探
  研究發現,當學習者對所學的學科表現出興趣時,學習成效就能顯著加强。可在當今主流學校體制内協助學生發展學習興趣,始終是教育工作者的一大挑戰。本篇概念性論文是在「趣創
会议
  本研究發展一套結合遊戲式與協同式機制之情境感知無所不在英語字彙學習系統。為了瞭解該系統對於學習者的影響,本研究調查了兩組受測者使用不同學習系統進行學習活動後,
  在全球化的時代,英語已是國際間共通的語言,但對於以英語為第二語或外語的學習者來說,要使用外語與他人達到有效的溝通,需要有足夠的字彙量來支撐,單純的背誦及記憶英語字彙對
  現今需要學習越南語的對象非常多,包括越南籍配偶、越南籍子女第二代、有意前往越南經商、想到越南旅遊、或是想進一步了解越南風土民情及語言文化的人。雖然在台灣越語的
  Previous studies found that students' learning would be enhanced if they are interested in the subject matter.This study proposes an interest-driven approac
会议