Skip to main content

The Impact of Interactive AR on Learning Ability of Children’s Chinese Characters Self-learning

  • Conference paper
  • First Online:
Advances in Usability, User Experience, Wearable and Assistive Technology (AHFE 2020)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1217))

Included in the following conference series:

  • 2776 Accesses

Abstract

Augmented reality has become an effective teaching and learning tool to improve children’s engagement and experience during. This study presented 2 kinds of Chinese characters learning method (traditional picture learning and AR-assisted learning), and compared the impact of traditional learning and AR-assisted learning methods on children’s learning ability in the process of learning by applying AR technology to traditional Chinese pictographs learning method. It involves the impact on children’s concentrated ability, cognitive ability and learning initiative. These finds enriches the application and research of AR technology in Chinese language teaching, and provides reference for applied research in other related fields.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Taft, M., Zhu, X.-P.: Submorphemic processing in reading Chinese. J. Exp. Psychol. Learn. Mem. Cogn. 23, 761–775 (1997)

    Article  Google Scholar 

  2. Li, Y.: Talking about “reasoning” in junior literacy teaching. J. Educ. Pract. Res. (A) 11, 18–19 (2019)

    Google Scholar 

  3. Chen, R.W., Chan, K.K.: Using augmented reality flashcards to learn vocabulary in early childhood education. J. Educ. Comput. Res. 57, 1812–1831 (2019)

    Article  Google Scholar 

  4. Wei, X., Yang, G., Weng, D.: The influence of mobile augmented reality-based sandbox games on Chinese characters learning. In: Image and Graphics Technologies and Applications. Communications in Computer and Information Science, vol. 1043. Springer, Singapore (2019)

    Google Scholar 

  5. Perry, B.: Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool. Proc.-Soc. Behav. Sci. 174, 2308–2315 (2015)

    Article  Google Scholar 

  6. Hsu, T.C.: Learning English with augmented reality: do learning styles matter? Comput. Educ. 106, 137–149 (2017)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Xin He .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Yan, H., He, X. (2020). The Impact of Interactive AR on Learning Ability of Children’s Chinese Characters Self-learning. In: Ahram, T., Falcão, C. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2020. Advances in Intelligent Systems and Computing, vol 1217. Springer, Cham. https://doi.org/10.1007/978-3-030-51828-8_90

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-51828-8_90

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-51827-1

  • Online ISBN: 978-3-030-51828-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics