Game-based learning is one of the most widespread approaches in educational and training processes. The success of the integration of the entertainment dimension in learning has been largely documented. It is important to make the learning process attractive not only for kids but also for adults who need to acquire new knowledge and skills to be in line with the new competences required by the job market. Thus, in line with the requirements of Industry 4.0, all companies, especially the smallest ones, should upgrade their work processes to permit to keep up with larger and technologically advanced companies. In this context, the Competences Lab for Industry 4.0 (C-LAB 4.0) project aims to define a participatory model for the promotion of educational and training processes supported by a game simulation solution. The article presents an application for geometric solids developed as proof-of-concept of the use of Augmented Reality (AR) in educational contexts. A comparative study proves the learning effectiveness of the defined AR application used as support in a traditional learning context.

Augmented Reality to support education in Industry 4.0

Rosa Lanzilotti;Teresa Roselli;Veronica Rossano
2019-01-01

Abstract

Game-based learning is one of the most widespread approaches in educational and training processes. The success of the integration of the entertainment dimension in learning has been largely documented. It is important to make the learning process attractive not only for kids but also for adults who need to acquire new knowledge and skills to be in line with the new competences required by the job market. Thus, in line with the requirements of Industry 4.0, all companies, especially the smallest ones, should upgrade their work processes to permit to keep up with larger and technologically advanced companies. In this context, the Competences Lab for Industry 4.0 (C-LAB 4.0) project aims to define a participatory model for the promotion of educational and training processes supported by a game simulation solution. The article presents an application for geometric solids developed as proof-of-concept of the use of Augmented Reality (AR) in educational contexts. A comparative study proves the learning effectiveness of the defined AR application used as support in a traditional learning context.
2019
978-1-7281-2464-3
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/248148
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