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Implementation of Augmented Reality in “3.0 Learning” Methodology: Case Studies with Students of Architecture Degree

Implementation of Augmented Reality in “3.0 Learning” Methodology: Case Studies with Students of Architecture Degree

Ernest Redondo, Isidro Navarro, Albert Sánchez, David Fonseca
ISBN13: 9781466628519|ISBN10: 1466628510|EISBN13: 9781466628526
DOI: 10.4018/978-1-4666-2851-9.ch019
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MLA

Redondo, Ernest, et al. "Implementation of Augmented Reality in “3.0 Learning” Methodology: Case Studies with Students of Architecture Degree." Social Media and the New Academic Environment: Pedagogical Challenges, edited by Bogdan Pătruţ, et al., IGI Global, 2013, pp. 391-413. https://doi.org/10.4018/978-1-4666-2851-9.ch019

APA

Redondo, E., Navarro, I., Sánchez, A., & Fonseca, D. (2013). Implementation of Augmented Reality in “3.0 Learning” Methodology: Case Studies with Students of Architecture Degree. In B. Pătruţ, M. Pătruţ, & C. Cmeciu (Eds.), Social Media and the New Academic Environment: Pedagogical Challenges (pp. 391-413). IGI Global. https://doi.org/10.4018/978-1-4666-2851-9.ch019

Chicago

Redondo, Ernest, et al. "Implementation of Augmented Reality in “3.0 Learning” Methodology: Case Studies with Students of Architecture Degree." In Social Media and the New Academic Environment: Pedagogical Challenges, edited by Bogdan Pătruţ, Monica Pătruţ, and Camelia Cmeciu, 391-413. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-2851-9.ch019

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Abstract

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.

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