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Cyberchase shape quest: pushing geometry education boundaries with augmented reality

Published: 21 June 2015 Publication History

Abstract

Cyberchase Shape Quest is an augmented reality math app from PBS KIDS and THIRTEEN that exposes elementary-school children to three-dimensional immersive puzzle worlds, teaching geometry and engaging spatial cognition skills through the use of augmented reality (AR) technology. Designed for children 6-8 years old, the app features 3 games, Patch the Path, Feed the Critters and Hide & Seek. In Patch the Path, players to use a tablet device's camera and a printable game board to interact with 3D puzzles within five different virtual environments, over 30 different levels. While playing, children must engage their spatial memory, visualization, and planning skills to successfully complete each level of the game. In this demo, we focus mainly on Patch the Path, highlighting the game design and the roles of prototyping and formative research during development.

References

[1]
R. De Lisi and J. L. Wolford, "Improving children's mental rotation accuracy with computer game playing.," The Journal of genetic psychology, vol. 163, pp. 272--82, 2002.
[2]
B. Shelton and N. Hedley, "Exploring a cognitive basis for learning spatial relationships with augmented reality," Technology, Instruction, Cognition and Learning, vol. 1, pp. 323--357, 2003.
[3]
I. Radu, "Augmented reality in education: a meta-review and cross-media analysis," Personal and Ubiquitous Computing, vol. 16, pp. 1533--1543, 2014.
[4]
National Center for Education Statistics. "The Nation's Report Card: Mathematics 2013" (NCES 2012--458). National Center for Education Statistics, Institute of Education Sciences, U. S. Department of Education, Washington, D.C, 2013. Retrieved from http://nces.ed.gov/nationsreportcard/subject/publications/main2013/pdf/2014451.pdf
[5]
Public Broadcasting Service, "Cyberchase Shape Quest Mobile Downloads." Arlington, VA, 2014. Retrieved from http://pbskids.org/shapequest
[6]
THIRTEEN Productions, "Cyberchase. Math is Everywhere." New York, NY, 2014. Retrieved from http://pbskids.org/cyberchase/
[7]
Public Broadcasting Service, "Math Games For Kids - Cyberchase." 2015, Public Broadcasting Service, Arlington, VA, 2014. Retrieved from http://pbskids.org/cyberchase/math-games
[8]
Doherty, E., et al. "Cyberchase 3D builder: a new way to look at geometry". Proceedings of the 12th International Conference on Interaction Design and Children, ACM. 2013.

Cited By

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  • (2024)Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended RealityChildren10.3390/children1108098411:8(984)Online publication date: 14-Aug-2024
  • (2023)How Augmented Reality (AR) Can Help and Hinder Collaborative Learning: A Study of AR in Electromagnetism EducationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.316998029:9(3734-3745)Online publication date: 1-Sep-2023
  • (2023)Augmented reality applications for mathematical creativity: a systematic reviewJournal of Computers in Education10.1007/s40692-023-00287-711:4(991-1040)Online publication date: 18-Jul-2023
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Published In

cover image ACM Conferences
IDC '15: Proceedings of the 14th International Conference on Interaction Design and Children
June 2015
488 pages
ISBN:9781450335904
DOI:10.1145/2771839
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 June 2015

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Author Tags

  1. augmented reality
  2. elementary classroom
  3. game design
  4. geometry
  5. mathematics
  6. pedagogy
  7. prototyping

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  • Demonstration

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IDC '15
Sponsor:
IDC '15: Interaction Design and Children
June 21 - 24, 2015
Massachusetts, Boston

Acceptance Rates

IDC '15 Paper Acceptance Rate 24 of 103 submissions, 23%;
Overall Acceptance Rate 172 of 578 submissions, 30%

Upcoming Conference

IDC '25
Interaction Design and Children
June 23 - 26, 2025
Reykjavik , Iceland

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Cited By

View all
  • (2024)Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended RealityChildren10.3390/children1108098411:8(984)Online publication date: 14-Aug-2024
  • (2023)How Augmented Reality (AR) Can Help and Hinder Collaborative Learning: A Study of AR in Electromagnetism EducationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.316998029:9(3734-3745)Online publication date: 1-Sep-2023
  • (2023)Augmented reality applications for mathematical creativity: a systematic reviewJournal of Computers in Education10.1007/s40692-023-00287-711:4(991-1040)Online publication date: 18-Jul-2023
  • (2023)Experimentation of a Web Database for Augmented Reality Apps: The Case Study of Ruled GeometriesBeyond Digital Representation10.1007/978-3-031-36155-5_37(579-590)Online publication date: 2-Sep-2023
  • (2022)Design of virtual reality modules for multivariable calculus and an examination of student noticing within themResearch in Mathematics Education10.1080/14794802.2022.204562525:2(219-242)Online publication date: 30-May-2022
  • (2022)Enabling spatial thinking through an augmented reality for teaching crystal structureInnovations in Education and Teaching International10.1080/14703297.2022.207671660:4(555-566)Online publication date: 22-May-2022
  • (2022)Evaluation of memory retention among students using augmented reality based geometry learning assistantEducation and Information Technologies10.1007/s10639-022-11147-927:9(12891-12912)Online publication date: 14-Jun-2022
  • (2022)Effects of augmented reality application integration with computational thinking in geometry topicsEducation and Information Technologies10.1007/s10639-022-10994-w27:7(9485-9521)Online publication date: 4-Apr-2022
  • (2022)The Augmented Reality Technology. An Experimental Application in the Educational and Industrial Sector of Baja California, MexicoAlgorithms and Computational Techniques Applied to Industry10.1007/978-3-031-00856-6_10(183-232)Online publication date: 22-Jun-2022
  • (2021)Approaches for Designing Handheld Augmented Reality Learning Experiences for Mathematics ClassroomsProceedings of the ACM on Human-Computer Interaction10.1145/34796055:CSCW2(1-25)Online publication date: 18-Oct-2021
  • Show More Cited By

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