Interactions on Digital Tablets in the Context of 3D Geometry Learning
David Bertolo
First published 2016 in Great Britain and the United States by ISTE Ltd and John Wiley & Sons, Inc.
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The rights of David Bertolo to be identified as the author of this work have been asserted by him in accordance with the Copyright, Designs and Patents Act 1988.
Library of Congress Control Number: 2016941694
British Library Cataloguing-in-Publication Data
A CIP record for this book is available from the British Library
ISBN 978-1-84821-926-7
Preface
Multipoint digital terminals have grown largely in popularity over the past few years. An increasing number of schools are experimenting with the introduction of digital tablets in their classrooms in a hope that the educational experience will benefit. However, stores dedicated to these new devices have developed almost no programs for the learning of 3D geometry throughout primary and secondary schools. The main obstacle for any application of this type is the ability to manipulate three dimensions from a two-dimensional device, and hence, young students learning about spatial structures are often unable to do so with classic desktop programs. In this book, we will focus on use of the new technologies supported by digital tablets. We have several goals: allowing 9- to 15-year-old students to manipulate, observe and modify 3D spaces, as well as measuring the educational contributions of an approach that is not technology based but rather anthropo-centered.
By taking a user-centered approach, we will first suggest an interactional grammar, adapted to young learners. We will then evaluate the accessibility and the ease of both use and learning of our interactions. Finally, we will study the in situ educational benefits of the use of digital tablets equipped with a program based on the previously developed grammar.
We will note that by using a collection of adapted interactions, students will manipulate, observe and modify 3D spaces intuitively. Furthermore, the use of such programs during spatial geometry learning has shown to be of significant benefit to Year 5s, particularly in terms of linking perspectives and the investigation of patterns.
This book will first and foremost take a two-pronged approach, of both human–machine interactions and educational science, and then suggest a grammar and an implementable language for interactions on multi-touch digital tablets for all 3D geometry applications. All these are aimed at 9- to 15-year-old students.
I will also take an advantage of this foreword to acknowledge all the people thanks to whom the writing and the publication of this book have been made possible.
David BERTOLO
May 2016
Introduction
I.1. Observations and motivations
Although multipoint touchscreens have existed since the 1980s, they have only become popular over the last few years. The rapid development of smartphones and among others, in 2007 the launch of the iPhone, contributed to this rise in popularity. Following this, the recent trend for touchscreen tablets has increased, with several reports confirming the high penetration coefficient of these devices and their use in households [ARC 13, DEL 13]. These new mobile devices offer further opportunities for interaction through the integration increasing complimentary technology. Furthermore, it is now usual for smartphones and tablets, already equipped with multi-touch screens, to also be fitted with cameras and sensors of all types (accelerometer, gyroscope, compass, etc.). With the view of increasing the efficiency of their teaching, educational institutions have quickly begun integrating these technologies into their classrooms. Numerous experiments are taking place in many countries where tablets have been introduced into schools: in France, for example, in the department of Correze, all children entering secondary school have been equipped with an iPad. On a more general level, in 2013, Apple had already sold over 8 million iPads directly to institutions dealing with education [ETH 13]. Experience, however, shows that the advancement of learning has never been solely techno-centered. Nonetheless, the new interactive possibilities made possible by these tablets make possible new learning opportunities for certain concepts that may be able to make the most of such technologies. Among these, the one which seems to show the most promise in linking to these new interactions is without a doubt that of 3D geometry. For example, it is difficult for young students to establish the link between 3D solids and their planar representations. In parallel, many studies are focused on the manipulation of 3D spaces from 2D devices, particularly those that are also multi-touch. This observation guides us to fully investigate this lead.
I.2. Contributions
In this context, we will show that the existing interactive 3D geometry programs are subject to limitations, particularly for 9- to 15-year-old young students. Throughout this book, our main contribution will be to show that by using a group of adapted interplays, we are able to overcome these limitations and create an ongoing link between real objects and their 3D representations for students learning about spatial structure. For this we will suggest, from a human-centered design/approach, a formal grammar as well as an interactive language adapted to the investigated theme and our target public.
Next, we will present those interplays that have been developed and show the complementarity of different installed technologies on current tablets throughout the development of an app based on our developed grammar and language.
Finally, we will show through in situ evaluations that when this technology is introduced into a classroom, it has educational benefits in the learning of 3D geometry.
I.3. Book outline
This book is divided into 4 chapters and finishes with conclusions:
– Chapter 1 will describe the state of the art in learning 3D geometry. In order to conceptualize the interactions that facilitate the learning of 3D geometry, it is essential to know and understand the main elements of its teaching. This chapter will focus on the different stages of structuring the 3D space as well as the difficulties faced by the students during the learning process.
– Chapter 2 will cover the state of the art in interactions on digital terminals. After describing the use of mobile devices in our context, we will cover a brief material history before describing the group of interplays now made possible on these devices.
– Chapter 3 will first present the principle of the user-centered approach that has been the guiding thread throughout the studies described in this book. It will then describe the formal grammar that we have developed as well as the following interactive language. Finally, we will hear some user experiences to evaluate the acceptation and the ease of assimilation of our program.
– Chapter 4 will present evaluations relative to the learning of 3D geometry and show the benefits of the prototype developed based on our grammar and interactive language. As such, we will link to the first chapter by showing that in situations of discovery and investigation, we facilitate the link between real objects and their planar representations.
– Finally, the Conclusion will present our conclusions as well as the upcoming prospects for the future of our research.